Académique Documents
Professionnel Documents
Culture Documents
By Gregory Detwiler
Table of Contents
Chapter 1: Storm Valley . . . . . . . . . . . . . . . . . . . . .3
Chapter 2: New Creatures . . . . . . . . . . . . . . . . . . .13
Allosaurus temnonychus . . . . . . . . . . . . . . . . .13
Ankylosaurus peltaspinos . . . . . . . . . . . . . . . .15
Anoplotops ferox . . . . . . . . . . . . . . . . . . . . . .16
Aublysodon orogradior . . . . . . . . . . . . . . . . . .17
Avimimus struthioides . . . . . . . . . . . . . . . . . .19
Carnocornus megalocornus . . . . . . . . . . . . . . .20
Ceratops susoides . . . . . . . . . . . . . . . . . . . . . .21
Cetiocrocodylus thalassos . . . . . . . . . . . . . . . .23
Chirostenotes temnocheirus . . . . . . . . . . . . . .24
Colossosaurus cretasus . . . . . . . . . . . . . . . . . .25
Craspedoceratops gregarium . . . . . . . . . . . . . .26
Deinocheirus gryponychus . . . . . . . . . . . . . . .27
Dolichobrachios ferox . . . . . . . . . . . . . . . . . . .28
Dracoroc megalopteryx . . . . . . . . . . . . . . . . . .29
Dracotherizinos cretasus . . . . . . . . . . . . . . . . .30
Dryptosaurus ingens . . . . . . . . . . . . . . . . . . . .32
Elasmoforme ingens . . . . . . . . . . . . . . . . . . . .33
Gorgomonstrum torvovenator . . . . . . . . . . . . .34
Hyaenasaurus osseophagus . . . . . . . . . . . . . . .36
Credits
Writer: Gregory Detwiler
Cover Artist: Erik Omtvedt
Interior Artists: Tim Burgard, William McAusland, Brad McDevitt
Cartography: Matt Snyder
Copy Editor/Graphic Designer: Joseph Goodman
Logo Design: Derek Schubert
The Storms
Exploring Storm Valley is not easy, due to its wildlife and the
violent storms that rage over its surface constantly. Places of mystery still exist here, and even those spots that are on the map or
spoken of by travelers are by no means fully explored. Characters
will have to undergo a series of grueling treks in order to penetrate
even one of Storm Valleys mysteries, with no guarantee that they
will come back alive with the knowledge they gained.
Storm Valley is one of the largest valleys on the world of
Cretasus, covering an area equivalent to one entire hemisphere on
Earth. This is not all land, however. The mainland consists of a
vast irregular circle of land with as much area as the three continents of the Old World of Earth (Europe, Africa, and Asia). Closer
to the center, like an internal layer of an onion, is the Tempest Sea,
so called because of the frequent storms that lash its surface. This
sea is equivalent in size to the Atlantic Ocean of Earth. In the very
center of this sea, and the valley itself, is the island continent of
Carsonia, which owes its name to its discoverer and first explorer. Equal in size to the combined territories of Australia, New
Zealand, and New Guinea, it is a self-contained world in its own
right, with mists concealing whatever features and wildlife may
dwell there.
Naturally, the first thing one notices about Storm Valley is the
nonstop cover of storm-wracked clouds that cloaks the entire valley. These clouds descend to the tops of the great mountains that
surround the valley, but come no lower, as if they are actually supported by the mighty peaks. Beneath them, there is an entirely
separate weather system, which operates just as it does on Earth,
with clear weather, clouds, and rain alternating in regular cycles.
Explorers attest that the most pleasant days in Storm Valley,
weather-wise, are those when the local weather is cloudy, but not
rainy, because clear skies give them a nerve-wracking view of
the violent storms that constantly rage above. Even when the
storms are invisible above the local cloud layer, they can still be
heard; the constant roar and rumble of thunder is the major background noise of Storm Valley.
The storms themselves are spectacular affairs, with mile-long
lighting bolts constantly darting from one boiling cloud to another, or to the tops of the great peaks that cut off Storm Valley from
the rest of the planet. Accompanying the thunder and lightning is
the roar of the wind, for the air currents above this valley are in
constant turmoil. The difficulty of flying in such an environment
is one of the main reasons why the valley has been so little
explored by humans (or aliens, so far as anyone knows).
Flying any kind of aerial vehicle into the maelstrom of
clouds, wind, and lightning above Storm Valley requires a Pilot
skill check to stay aloft. However, the storms are so violent that
the DC is 24 rather than the usual 20. A typical trip through the
storms lasts long enough to subject a pilot to at least three skill
checks.
The only bit of good news is the sheer distance between the
storms and the ground. A pilot has time to make a heroic lastminute effort to regain control, meaning a ship may still survive
the trip. Although the passengers and crew will be shaken up, they
will have taken no real damage, and the same goes for any equipment stored in the hold. The pilot gets one attempt to regain control in the stormy upper atmosphere (DC 24). If that check fails by
6 or more, the ship crashes; if by 3 or less, the ship plummets into
the calmer lower atmosphere, where another check is possible
(DC 20) before all bets are off.
Failure to regain control means a crash landing, wherein the
ship itself will be a total loss. This leaves the party to make a funfilled return trip on foot through one of the mountain passes
assuming they can find any, that is. Those who manage to maintain full control of their flying machines will see the wrecks of
predecessor craft scattered at long, irregular intervals throughout
the valley, and rumor has it that some of these craft are not of
human design.
Geography
Despite the obvious difficulties involved, enough brave and
skillful pilots have penetrated the storm front repeatedly to bring
the stay-at-homes at least a rough aerial map of the entire valley.
Although the valley is surrounded by giant mountains on all sides,
just like every other valley on Cretasus, it is the peaks to the west
that provide the most spectacular view. These are the Red
Mountains, an unbroken range that stretches from north to south.
They get their name from their color, and they get their color from
the fact that their rock is incredibly rich in iron ore, and to a lesser extent, copper. Thus, they provide any miners with the hardiness to get to them with a virtually endless supply of the most
important metal to an industrial civilization, and copper isnt to be
sneezed at either.
Remembering the relatively backward nature of human technology in the Broncosaurus Rex gaming universe, it must be realized that fiber optics and the like have not yet replaced copper
wire in the construction of electrical gear. If the Confederacy can
gain and maintain a monopoly on this valley and on Cretasus in
general it will have all the raw materials it needs for a massive
program of industrial expansion, giving it an excellent shot at ending or at the very least severely reducing the Unions enormous technical lead. The jockeying for position in order to control
the Red Mountains is already the single largest cause of conflict
between Union and Confederacy in Storm Valley, and looks to
stay that way into the foreseeable future.
The land just east of the Red Mountains is seemingly impenetrable jungle, with the flora of a temperate climate dwelling in
the shadow of the great mountains themselves, and its tropical
equivalent in that half of the land that actually borders the
Tempest Sea. To the north of this inland ocean are mountain peaks
of normal color, and between them and the sea is a hunk of land
that is mostly scrub-savanna and desert, dotted here and there with
visually unpleasant but financially lucrative spots where oil seeps
to the surface in great quantities. The eastern part of the great
landmass that encircles the Tempest Sea consists of forests, lightly-wooded savannas, and rolling plains intermingled in no particular order, while the south, which has the only known mountain
passes leading into Storm Valley, is a mass of forest and jungle.
Again, as is the case to the west, the climate and flora are those of
warm temperate conditions in those regions nearest to the mountains, passing from this to subtropical and at last tropical as one
nears the inland sea.
One oddity about the vegetation of Storm Valley is the eerily
beautiful blue-green color in the leaves and grass, replacing the
normal green shades completely. Scientists theorize that this color
change enables the plants to absorb what solar radiation makes it
down through the storm clouds. Another oddity is that, although
the sun itself is never seen, a clear day in Storm Valley is just as
bright as one in the outside world. Whether this is due purely to
solar radiation or to some energy emitted by the eternal storm
clouds, it is impossible to say at the moment, and the obvious dangers of research mean that this mystery will probably not be
solved anytime in the near future. There is no sight more spectacular than that of a panoramic view of a large part of Storm Valley,
with visibility as good as on a sunny day back on Earth, but with
pitch-black storm clouds constantly boiling and raging overhead
in the upper reaches of the atmosphere. There is also no sight
more eerie, which is why veteran explorers of the valley prefer
cloudy days.
In the eastern portion of the valley, a massive stone city has
been discovered. It has, of course, immediately become the target
of explorers and military reconnaissance forces alike, who tried to
determine if the city was an ancient ruin or still inhabited, and if
the latter, inhabited by whom. Between the crashed aircraft and
land-bound expeditions that were annihilated by Storm Valleys
bizarre dinosaurs and other creatures, it was several years after the
citys initial discovery before a daring team of researchers discovered that this low-tech city was not only still alive, but was still
inhabited by its original builders. Not only that, but those builders
were dinosaurs, and not small raptor-types, but giant carnosaurs,
kin to the big-armed and -clawed Therizinosaurus of Earth.
Theorists and laymen (whose ideas of dinosaurs came almost
wholly from popular fiction and movies) alike were stunned to
discover a species of large dinosaurs with humanlike intelligence,
but reality is no respecter of preconceived beliefs. Those few
researchers who made it there and back have since reported that
the giant carnosaurs have a militaristic outlook on life, with their
primary entertainment being blood combats in a giant arena along
the model of ancient Rome. They also have the unfortunate tendency to regard the entire valley as their private hunting ground
and game preserve, and all intruders from the outside, whether
human (from any faction) or alien, will be met with immediate
attack, resulting in either instant death or capture (for participation
in future games).
Union Presence
Once the true nature of Storm Valleys contents became
known, the Union mounted a massive effort to gain a substantial
foothold in the valley, going so far as to use explosives to widen
one of the larger mountain passes so ground vehicles could enter.
Unfortunately, this intended highway is frequently blocked by
landslides, most of which seem to be due to the lightning striking
the mountains. Others seem to have been deliberately caused by
certain members of the animal life, pterosaurs and small, agile
dinosaurs alike, while a handful have been attributed to human
agents (i.e., the Confederacy). As a result, although the Union has
a major military base in the southernmost portion of the valley, the
unreliable supply route means that no more bases will appear for
quite some time, while the soldiers stationed there are frequently
Confederate Presence
In contrast to the sorry state of affairs at Fort Phil Kearny, the
various Confederate outposts in Storm Valley are hanging on quite
well, and even thriving. Most of them are considerably smaller
than the Unions besieged Gibraltar, making them much less
threatening, and even in their pursuit of mining operations they
have altered the local landscape much less. Confederate residents
approach the wildlife with a live and let live attitude, rather than
shooting on sight, an attitude that has spared them much grief at
the hands of the dinosaurs. The few military posts here include
wild ones and other faunal liaisons among their personnel and
allies.
The mountain valley towns of Bakersfield, Wheeling, and
Frankfort serve as a source of supply to the various mining companies and lone prospectors who roam the southernmost portion
of the Red Mountains, mining copper and iron. Each town has a
population of roughly 2,000, and unlike most Confederate colonial communities, they are industrial centers. Storm Valley is
planned as the site of the Confederacys industrial renaissance,
and the towns founders intended to hit the ground running in this
regard. The level of technology here (tech level 5) is also high for
a Confederate colonial town. Thus, the situation present in the
Main Valley is reversed in Storm Valley, with the North striving to
capture and train dinosaurs while the Confederacy is setting up a
high-tech mining and industrial center.
Each of the three towns has a well-organized militia. Every
man owns a Winchester rifle and keeps it at home when he is offduty. For backup weapons, the rank-and-filers have short swords
and knives, while junior officers carry long swords or scimitarlike curved swords as well as Colt .45 revolvers. The top militia
commanders even boast laser swords, as they are the richest and
most prominent men in their communities. Howzers, grenade
launchers, and heavy machine guns are also present, though the
three towns combined still have fewer of these than Fort Phil
Kearny. Off-duty civilians use shotguns and shortbows (the latter
with poison-tipped arrows) for hunting, while the richer community leaders have bronto guns or other heavy hunting rifles. There
are rumors that civilian hunters have used their poisoned arrows
not merely against the local animal life but also against intruding
parties of Union infantry. This has yet to be confirmed, but it
would certainly poison (no pun intended) relations between the
two powers if it turned out to be true; after the attack on Fort Phil
Kearnys well, Foley and his men are particularly sensitive about
anything to do with poison.
Several dozen small mining communities are scattered
throughout the southern third of the Red Mountains, with a spider
web of rough land trails leading from them to one or more of the
major towns. These places are much more like the mining towns
of the Old West, save for the fact that they are often equipped with
the latest in mining technology, whether it be Confederate, Free
Fleet (including alien tech that no one fully understands), or salvaged Union equipment from a shipwreck or failed camp in the
Main Valley.
There are also an unknown number of independent miners
who operate like the Forty-Niners of the California Gold Rush
days. Gold has been found in some of the mountain streams, while
the larger streams, ponds, lakes, and rivers contain a species of
freshwater oyster that produces pearls as fine as any made by its
marine equivalents on Earth. There are also rumors of deposits of
various gemstones being found here and there, but for the
moment, thats all they are: rumors.
One side note: All domesticated dinosaurs used by the
Confederates and independent operators in Storm Valley are
standard species which come from the Main Valley. The
Confederacy has not even begun to attempt domesticating any of
Storm Valleys dinosaurs, and it has no intention of doing so until
after its specialists have thoroughly studied them. They have all
they can handle in the Main Valley, anyway, and the primary
thrust of their settlement of Storm Valley is the establishment of
an industrial base as quickly as possible.
Colonel Ambrose Montgomery, Militia Commander of
Frankfort: Colonel Montgomery is the head of the Frankfort
Militia. As Frankfort is slightly larger than the other industrial
towns in the region, this makes him de facto military commander
gun (20 slugs), flak jacket, arrow poison (made from a local
fern root: contact, 12, 1d4 Str/1d4 Str), cash $1d8.
A Brief History
The first expedition to penetrate Storm Valley and return with
some members alive was the Connors Expedition of 2187. Firmly
in command was Union captain Jerrold H. Connors, one of the
few truly adventurous souls in the Union military. In charge of a
mixed party of military personnel, civilian adventurers (two-fisters), and scientists (machinists), he penetrated one of the mountain passes on the southern edge of Storm Valley, which has since
been named Connors Pass in his memory. It was the scientists in
his party who confirmed that Storm Valleys dinosaurs and other
prehistoric creatures were not the same as those of the Main
Valley or of Earth, for that matter.
Connors himself did not survive the expedition; on the trip
home, he was seized and torn apart by a specimen of what his scientists have christened Allosaurus temnonychus (described on
page 13) while conducting a rear-guard action against the beasts
attacking pack. His heroic sacrifice has been shamelessly utilized
by the Union in general and the Cabal in particular to inspire
more adventurous souls to come to Storm Valley and beat the
rebels to the punch in this one valley, at least. A large-scale program of mining, settlement, and dinosaur-training was intended,
but most of these plans have been put on hold due to the problems
at Fort Phil Kearny, which was founded in 2195 and completed
two years later. The work parties suffered heavily from attacking
dinosaurs and other animals, even when protected by armed soldiers, and the forts bad luck continued from there.
Even though the Union has the honor of first exploration, the
Confederacy and the Free Fleet were not far behind. The first lowlevel aerial survey of the valley came in 2190, with a plane piloted by the legendary Confederate pilot William Wild Bill Tucker,
whose recklessness was as famous as his skill with a plane. He
performed several more low-level passes until his ship crashed in
2192; this was apparently in the far northern part of the valley,
where few have gone. The wreck was never discovered, and it is
unknown whether Tucker is dead or alive, though his family of
nouveau riche bankers is willing to pay a small mint to find out.
Another daring aerial penetration of Storm Valleys tempestuous cloud layer came in the same year, in the saucer-like craft
(of alien design) flown by the flamboyant Gautier brothers from
the Free Fleet. The pilot was Lothair Gautier, a man given to
strong drink and loose women. Accompanying him was his scholarly, yet equally colorful, brother Bertrand. A lifelong fan of
author Alexandre Dumas, he let his literary preferences get the
better of him during his zoological studies, as will be seen below,
and often dressed in Renaissance garb at home and in public. He
it was who gave the human race its first detailed study of the various iguanodon species of Storm Valley, including their social system. The Gautier brothers conducted a half-dozen flights, all concentrating on the eastern portions of Storm Valley, and announced
the sighting of a great stone city there in 2194, shortly before their
tragic crash and death.
More adventurous flights followed: Teng Hai-ping of the Free
Fleet was the first pilot to find and describe the petroleum deposits
in the northern part of the valley, on his third flight in 2196. He
only made one more flight that year before crashing, and is presumed lost, along with his ship (which, like that of the Gautier
brothers, was of alien design). The island of Carsonia was discovered by Confederate pilot Tex Carson in 2196; his ship crashed
there on a second expedition in the same year, and the island was
named Carsonia in his memory. (Does anyone else notice a pattern here?) It was another Reb pilot, Cornelius Montgomery,
who carried out a nonstop aerial survey of the Red Mountains for
their entire length in 2197, then died in a crash the next year as he
was attempting a similar survey of the mountains on the northern
border of the valley. (Yes, a definite pattern is emerging.)
There have even been a half-dozen sightings of alien spacecraft of various designs entering the storm clouds above the valley at intervals in 2198. Both the Union and Confederate militaries kept a close watch, but none of them ever came out again.
When the reports leaked out, this led to a flurry of flights into
Storm Valley in an attempt to find the crashed alien craft and
retrieve samples of their advanced technology. So far as is known,
no one has brought anything back, and the only results have been
a further spate of crashes and crash landings. The same scavenger hunt mentality has taken place whenever an advanced
Union or Free Fleet ship has failed to return.
Despite the obvious hazards, brave fools keep attempting to
penetrate Storm Valley by air, some of them even succeeding,
however briefly. The process has now taken on a life of its own,
beyond simple exploration, as every time a ship goes down, there
is the motive for sending a salvage or rescue party after it or its
crew. There are even dark rumors that every time the Confederates
find a crashed ship of one of the more advanced powers, with both
crew members alive and samples of advanced technology intact,
that the technology is promptly stolen and the inconvenient witnesses done away with. Of course, the same rumors are told about
the Free Fleet finding a Union or alien craft, and about the Union
finding alien ships. Nothing has been confirmed, but it is generally accepted by all parties concerned that anyone who flies into
Storm Valley takes his life in his hands when he does so.
The human intrusion into Storm Valley has brought changes
to the dinosaurs and other creatures dwelling there. Many of these
creatures are at least as intelligent as their kin in the Main Valley;
many are smarter by far. As a result, among the beasts in the southern end of the valley, where lies the worst human incursion Fort
Phil Kearny the various species have come to an understanding.
With pterosaurs, small predatory dinosaurs, and other creatures as
intermediaries, the various large predator and prey species have
agreed to a series of temporary truces. Stated briefly, each herd or
pack of dinosaurs in the region takes turns dwelling in the shadow
of Fort Phil Kearny, with no predators attacking the prey species
while they are there. While on duty, the disparate species cooperate against the human interlopers with constant attacks.
This has led to such odd sights as armored dinosaurs (ankylosaurs, ceratopsians, titanosaurs, etc.) spearheading assaults on
Fort Phil Kearny, with their erstwhile enemies the carnosaurs and
raptors advancing behind them under cover of their armored bodies. Capture parties have chased hapless-looking prey species,
such as the various duckbills, only to find themselves repeatedly
drawn into ambushes launched by carnosaurs, ceratopsians,
iguanodonts, and other species well-equipped for battle. There
have been coordinated air-land battles, with dinosaurs and
pterosaurs working together, typically with one side attacking first
to draw the Union troops attention to them, leaving them wide
open to a surprise ground or aerial assault from behind. The forts
biggest nightmare is a massed assault on a cloudy day, when the
men will be unable to see the pterosaurs attacking until it is too
late. Launched in coordination with a massive ground assault by
dinosaurs, it could conceivably take the fort. And yes, the
carnosaurs and pterosaurs did work together on the operation to
poison the forts water supply.
Confederates and other independent parties look on the
repeated Union disasters with a mixture of grimly-satisfied
amusement and apprehension. On the one hand, they are glad their
major enemy is doing so poorly, and at such a heavy cost. On the
other, they realize that the dinosaurs of Storm Valley are gaining
experience in fighting together against human outsiders, a practice
that could just as easily one day be turned against them.
Plot Hooks
1. The characters have at least one skilled aviator or spaceship pilot among them, and they are hired to make an exploration
or supply run of some sort into Storm Valley.
2. The characters must lead or accompany a ground convoy
entering Storm Valley through a mountain pass, dealing with
wildlife, storms, and avalanches (natural and artificial alike).
3. A VIP or the relative of one has gone down in his plane or
spaceship over Storm Valley, and the characters are hired to get in
there by whatever means they can find him, and get him out.
Even if hes dead, it is preferred that his body be removed for a
proper burial.
4. The characters are hired to retrieve a missing explorer, but
what their employer really wants is a piece of high-tech gear, a bit
of treasure, or a family heirloom that the missing man had with
him. It is possible that the employer may have no legal right to the
item; the missing man may have stolen it himself; the characters
may find themselves accused on charges of dealing in stolen merchandise if they come out with it; and the employer may not tell
the characters he is really after the item and not the man, if he constantly wears it or carries it concealed on his person. Both the
missing man and the partys employer could be spies, military
men, criminals, or aliens of some sort.
5. The characters are hired to skirt the mountain ranges surrounding Storm Valley in order to find a new trail leading in. Note
that this could be part of a long-term adventure, with the party
10
11
Phil Kearny.
25. This is the Alamo/Rorkes Drift scenario, depending on
the outcome. The inevitable finally happens, and dozens, hundreds, or even thousands of dinosaurs converge upon the fort, possibly with alien or Confederate allies and equipment, to take part
in the final assault. Remember that the fort is far too large to be
properly defended by a garrison of 1000 men or (probably) less.
Unless your players can pull a rabbit out of their hats, or if theyre
tired of their current characters or serving the Union, this gives
everyone the opportunity to take part in a glorious last stand.
Trying to prop up the gates as they stagger upon the repeated
impacts of ceratopsians or giant sauropods; fighting off mass
assaults on the walls with one hand tied behind their backs, as they
suffer from or at least keep watch for pterosaur aerial assaults
that take them from behind; dealing with pterosaurs as they drop
into the fort, not merely log and boulder bombs, but also smaller but still deadly dinosaurs; seeing giant sauropods deliberately
stand up against the fortress walls and let large carnosaurs scramble over them to drop inside; dealing with a rapidly-shrinking supply of ammunition and fellow soldiers: this is the stuff of epics.
26. Union spies and/or saboteurs are sent into the
Confederate-controlled zone to disrupt mining operations and the
ongoing industrial buildup. Depending on their origins, the characters may be taking part in this operation or trying to foil it.
27. A pack of carnivorous dinosaurs or one giant beast has
made a habit of attacking the convoys taking ore and supplies to
and from the mining camps and industrial towns, and the characters must slay them or it. If the Union is somehow involved as
well, they may find themselves with far more than they bargained
for.
28. Miners have been making the rounds of the mining
camps, claiming Theres gold in them thar hills! and in such
abundance that it could turn a divisions worth of men into millionaires. Whether this is true or not the miners may be Union
agents provocateur the characters have to help the Confederate
authorities keep their own miners on the job, instead of deserting
12
ALLOSAURUS TEMNONYCHUS
(CLAW CUTTER)
Skills:
Allosaurus temnonychus
Huge Animal
18d10+90 (189 hp)
+2 (Dex)
50 ft.
15 (-2 size, +2 Dex, +5 natural)
Claws +19 melee, bite +14 melee
Claws 4d8+13, bite 3d8+11
15 ft. by 15 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +16, Ref +13, Will +10
Str 27, Dex 15, Con 20,
Int 12, Wis 19, Cha 14
Listen +10, Spot +14, Wilderness Lore +5
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
SOCIETY
A. temnonychus is considerably more organized than its lessadvanced relatives, frequently employing pack-hunting tactics
13
against larger and more dangerous herbivores. In fact, even in the short space of time
humans have been observing them, there have
been many known cases of separate packs temporarily uniting to join forces against a particularly dangerous opponent, such as a herd of giant
sauropods, ceratopsians, or armored dinosaurs, a
pack or family group of a larger carnosaur species,
or the human intruders into Storm Valley. It was an
alliance of two separate packs of this carnosaur
species that slew Jerrold Connors and a third of his
men when they conducted their desperate rearguard
action to let the partys scientists get away with the
knowledge they had gained. This species of allosaur is
one of the prime movers of the siege of Fort Phil
Kearny, and one of the most feared by those Union
soldiers unfortunate enough to be stationed there.
COMBAT
Unlike all other allosaur species, A. temnonychus
actually inflicts more damage with the claws on its powerful forearms than with its bite, although this is still a
potent weapon in itself. When fighting larger dinosaurs, particularly prey species like the sauropods, the carnosaur will bite
the victim first, then strike the wound with both clawed forelimbs in an attempt to widen it. Most ominously for human
intruders in the region, the species actually seems to glory in combat. Although it still scavenges when a good opportunity arises, it
seems to do so without enthusiasm.
Improved Grab (Ex): An allosaur that hits a Medium-size or
smaller creature with its bite attack may grab them. It may then
attempt to swallow them whole.
Swallow Whole (Ex): An allosaur can swallow a Medium-size
or smaller creature with a successful grapple check. Swallowed
creatures take 2d8+8 points of crushing damage plus 8 points of
acid damage per round. A swallowed creature may cut itself out by
using Small or Tiny slashing weapons to deal 25 points of damage
to the allosaurs innards (AC 20).
14
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Ankylosaurus peltaspinos
Gargantuan Animal
20d10+160 (270 hp)
-2 (Dex)
20 ft.
18 (-4 size, -2 Dex, +14 natural)
Tail club +20 melee
Tail club 5d6+9/crit 18-20
15 ft. by 25 ft./20 ft.
Target Ankles, Spines
Scent, Defensive Crouch
Fort +20, Ref +4, Will +6
Str 28, Dex 7, Con 27,
Int 6, Wis 9, Cha 13
Listen +4, Spot +4
Power Attack, Cleave, Great
Cleave
Desert, plains, forest, riverbanks
Small herds (6-8)
8
Standard
Neutral
21-25 HD (Gargantuan)
SOCIETY
With increased power comes increased aggressiveness. This
old adage holds true for herbivores as well as carnivores, as the
plant-eating neighbors of Ankylosaurus peltaspinos can testify. As
with their less advanced relatives, they will drive all rival herbivores out of a
good grazing area, in addition to all large carnivores (and even Medium-size and
smaller carnivores during the breeding season, when young animals are about).
Matriarchal as all ankylosaur herds, they nevertheless see some spectacular tail-club duels
at the start of the mating season, as the males compete for the favors of the females.
Their herds wander constantly, but will settle down in one spot the lushest grazing spot they can find when it is time to breed.
The choice of where to settle is decided entirely by the areas ability to support the herd for a prolonged period of time, and although
the lusher regions get more than their fair share of attention, they will be dropped without regret if a prolonged drought or blight spoils
them. From half-a-dozen to a dozen eggs are laid by each female, with roughly half of each clutch living to maturity an unusually
high proportion, due primarily to the increased care the herd takes in driving out potential predators (including the PCs).
COMBAT
These creatures fight as do all of their kind, crouching low to the ground so as to protect their vulnerable bellies, then lashing out
with their tail clubs. When multiple foes of relatively small size are about, such as humans or raptors, they will often mow down num-
15
bers of them at a time with a single tail slap, courtesy of the Great
Cleave feat.
Spines (Ex): The spines on the carapace of Ankylosaurus
peltaspinos (spiny shield) are an extra protection. Any creature
that comes into physical contact with the creature takes 1d8 points
of damage, which can be avoided with a Reflex save (DC 14).
Any attack made with a reach of 5 ft. or less (whether a natural
attack or a melee weapon) counts as coming into physical contact.
Ranged weapons and weapons with reach avoid the spines. The
spine damage is a recurring attack even if you make a Reflex
save one round, you still need to make another one on the next
round.
Defensive Crouch (Ex): An ankylosaurus feeling defensive
can crouch, tuck its head in and draw its legs up beneath its body.
This minimizes the already few vulnerable areas and grants a +6
circumstance bonus to AC. When crouched as such, the ankylosaurus cannot move or attack. Ankylosaurs generally do this
only when injured or facing overwhelming odds. Only a handful
of specialized long-armed predators can successfully attack them
when they are crouched.
BYPRODUCTS
As with the original Ankylosaurus, the main value of A.
peltaspinos is its heavy armor, which can be used to provide
defensive armor for domesticated dinosaurs, be they cargo-hauling brachiosaurs or the smaller and more aggressive beasts ridden
by the Dino Riders. If properly cured, the hide can convey its
spiny protection to the bearer.
ANOPLOTOPS FEROX
(PARROTBEAK)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Anoplotops ferox
Huge Animal
17d10+119 (213 hp)
-1 (Dex)
30 ft.
11 (-2 size, -1 Dex, +4 natural)
Bite +20 melee
Bite 3d8+11
10 ft. by 20 ft./10 ft.
Armor crush, trample
Scent
Fort +17, Ref +5, Will +6
Str 20, Dex 9, Con 25,
Int 6, Wis 12, Cha 7
Listen +12, Spot +10
Warm forest, hill, and plains
Solitary or herd (10-50, 20% young)
7
None
Lawful neutral
18-34 HD (Gargantuan),
35-52 HD (Colossal)
SOCIETY
Anoplotops ferox roams in sizeable herds run by a matriarchy. It is almost unique among ceratopsians in that the males do
16
not fight for the females favors at the breeding season. Instead,
each male has a type of musk gland that gives off a pungent odor,
subtly different for each individual. The females of the herd sniff
over their suitors, selecting the one whose smell they like the best.
In almost all other ways, their behavior conforms to that of
Cretasus ceratopsians in general: migrating along regular routes,
petitioning would-be herd members, and so on. They tend to get
along well with all other herbivores, at least as long as there is
enough grazing and water for all, but the males aggressively rush
any carnivores that venture too near the herd. If they encounter a
creature never seen before, such as a human, they assume the
worst for safetys sake, and take an attitude of charge first, ask
questions later.
COMBAT
Anoplotops ferox standard attack is to rush at a predator and
bite it with its massive beak, aiming primarily for the hind legs
when the enemy is a carnosaur. One reason they are so aggressive
is their lack of body armor; they cannot afford to be passive in the
face of a potential threat. Aside from the standard bite, they have
two special attacks:
Armor Crush (Ex): The massive beak of this ceratopsian is
literally like that of a giant parrot, and works like a nutcracker.
This is good for splintering tree trunks, and it has an added value
now that humans with armor are invading Storm Valley. So suitable is the beak of this creature for cracking hard items that any
opponent with non-natural armor (such as a Union Ironclad or an
infantryman with a flak jacket) receives only one-half the benefits
of his armor bonus to Armor Class, rounding down when necessary. Thus, a soldier wearing riot gear (normally +6) receives only
a +3 bonus to AC. Energy armor and Dexterity bonuses are not
affected.
Moreover, the suit of armor will be quickly ruined as it is split
open by the creatures bites. After each successful hit, the armors
bonus is halved, rounding down, until it reaches +0 and is utterly
destroyed. For example, the aforementioned riot gear would offer
only a +1 bonus after the first hit, and would be ruined thereafter.
All subsequent attacks of any sort will be made on a totally
defenseless victim so far as armor bonuses are concerned.
Trample (Ex): A. ferox can trample creatures of Medium
size or smaller, inflicting 2d12+10 points of damage. The intended victim can attempt to halve this damage by making a Reflex
save (DC 23), assuming he is willing to forgo an attack of opportunity.
BYPRODUCTS
Aside from anoplotops flesh being a delicacy (the pink meat
is something like smoked turkey in flavor), the scent emitted from
the male musk glands is not unpleasant to human nostrils, and in
fact is now in great demand as an ingredient for mens cologne. A
single vial (equivalent to a vial of antitoxin in size) filled with this
musk is valued at $500. The scent is so strong that a little bit goes
a long way the creatures musk glands contain enough musk at
one time to fill ten such vials. Of course, one must kill the animal
to remove the musk, and the herd members do tend to stick together in the event of attack...
AUBLYSODON OROGRADIOR
(MOUNTAIN WALKER, ROCK
MONSTER, STONE DROPPER)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Aublysodon orogradior
Huge Animal
14d10+42 (119 hp)
+4 (Dex)
30 ft., climb 15 ft.
20 (-2 size, +4 Dex, +8 natural)
Bite +13 melee, claws +3 melee
Bite 2d8+6, claws 1d4
10 ft. by 10 ft./10 ft.
Start avalanche
Fall safely, scent
Fort +11, Ref +12, Will +5
Str 22, Dex 18, Con 17,
Int 10, Wis 13, Cha 10
Climb +22*, Jump +6, Hide +6, Listen +4,
Spot +11
Hills, mountains
Solitary, family (2-4), or pack (5-16)
6
Standard
Lawful neutral
15-28 HD (Gargantuan)
SOCIETY
Although the scarcity of prey on the mountainsides often
forces these aublysodonts to hunt alone, they have absolutely no
trouble with working together when necessary to bring down larg-
17
COMBAT
Aublysodon orogradior fights with its powerful jaws and
clawed forearms. How it gets at the enemy to launch this
attack varies. It can climb the mountain slopes easily enough
to chase down or corner small and agile prey, or wait in
ambush among the rocks. When large or smaller-sized prey
moves singly down a mountain pass, a lone predator will
stand to one side of the trail at some point where it widens
out, and two or more may wait thus along both sides in the
advent of tougher prey. Although its jumping ability is average, its feet are heavily cushioned with muscle to ease the
impact of a fall, and these carnosaurs often gather on the
rocks above prey and then drop down among them, making
an effective defense virtually impossible.
Fall Safely (Ex): Aublysodon orogradior takes no damage from the first 30 ft. of any fall. It treats the next 30 ft. as
subdual damage. Only after falling more than 60 ft. does it
begin to take normal damage.
Start Avalanche (Ex): A favorite tactic of these creatures is to use their semi-grasping forepaws to shovel loose mountainside rubble in order to start an avalanche. A single A. orogradior can start an avalanche with 2d6 rounds of clawing. For each additional rock
monster involved, reduce the time required by 1 round.
Creatures below may notice pebbles and loose stones falling before the avalanche begins (Spot check, DC 14). The avalanche has
a range of 500 ft. downhill. The bury zone is a cone 200 ft. wide at its bottom; the slide zone is the rest of the area.
The avalanche causes the same damage as indicated in the DMG: 8d6 points of damage in the bury zone or half that with a successful Reflex saving throw (DC 15), and survivors are pinned; 3d6 in the slide zone, or no damage with a successful Reflex saving
throw (DC 15), with survivors pinned only if they dont save. Pinned characters take 1d6 points of subdual damage per minute while
pinned. If a pinned character falls unconscious, he must make a Constitution check (DC 15) or take 1d6 points of normal damage each
minute thereafter until freed or dead.
The aublysodonts have to dig a while to recover their prey when using this tactic, but what the heck; the prey isnt going anywhere.
Retaliation is difficult, as these carnosaurs have proven themselves to be quite adept at taking cover when attacked with ranged
weapons.
Skills: *Aublysodon orogradior receives a +10 racial bonus to Climb checks.
BYPRODUCTS
When the springy muscles of the hind feet are preserved, they can be used to fill a pillow and provide a most comfortable head
rest. One foots worth fills a small pillow, two a large one; each foot goes for $80 on the open market.
18
AVIMIMUS STRUTHIOIDES
(TORTURE BIRD)
Skills:
Avimimus struthioides
Large Animal
5d10+15 (43 hp)
+3 (Dex)
60 ft.
14 (+3 Dex, +2 natural, -1 size)
Bite +6 melee, 2 claws +1 melee
Bite 1d10+8, 2 claws 1d3
5 ft. by 10 ft./10 ft.
Combination attack
Fort +7, Ref +7, Will +3
Str 18, Dex 16, Con 16,
Int 5, Wis 14, Cha 8
Listen +4, Spot +8
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Saves:
Abilities:
SOCIETY
These creatures tend to be solitary hunters throughout much
of their range, which is usually desert or plains. When there is
enough game available to support them in greater numbers, or
when they must combine because the only prey is too powerful for
one of them to handle, they hunt in small family groups of a halfdozen or more, or even in large packs. They realize quite well, it
seems, that strength of numbers will give them more food and
more opportunities for torture than a solo act will. On the plus
side, they mate for life, and will not seek a new mate if the old one
is killed.
They use their speed and agility in place of brute strength, not
only on the hunt, but also in settling differences among one another, either engaging in a simple foot race or performing an intricate
dance (which is also used to attract females during the mating season). Young animals stay with their parents until they are fully
grown, unless the region they occupy is so barren of food that they
have to leave early to find their own hunting grounds.
COMBAT
When tackling prey of Medium-size or larger, Avimimus
struthioides fights primarily with vicious slashes from its wickedly-hooked beak in a series of hit-and-run attacks. Smaller creatures are, of course, simply snapped up, or played with first when
there is time. The claws tend to come into use only if the creature
is surprised and forced to struggle at close quarters with no room
to maneuver, or as supplemental weapons once the victim is
bleeding heavily and unable to react to attacks as swiftly as
before. Then the avimimid will launch three attacks on a single
spot, first tearing a wound out with the hooked beak, then using
the clawed forepaws to widen it, adding to the damage. Against a
totally helpless victim, the creature will draw out this prospect
beyond all reasonable time, seeming to enjoy the death agonies of
helpless prey. Any PC who gets caught in a bad way by one or
more of these creatures when he is unable to fight back would be
well-advised to save the last bullet for himself.
Fortunately, the forepaws of these creatures are not nimble
enough to use captured human or alien weaponry. However, the
dinosaurs still like to collect them, as well as anything else that
captures their attention, as they have a definite pack rat mentality.
Needless to say, this does nothing to endear them to the explorers
and settlers of Storm Valley, particularly as they have been known
19
BYPRODUCTS
The sharp-hooked beak of
Avimimus struthioides is eight inches
in length, making a good
dagger which can be sold
for $80. Its claws make
smaller daggers, with a
complete set worth $40. Aside
from this, there are no items of value
to be gained from killing them, other than
the treasure they may have gathered. Given
their cruelty and intelligence, it is obvious that
training them, even while young, would be a
waste of time. However, anyone who has seen
them kill will readily agree that killing them is
its own reward.
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
20
Carnocornus megalocornus
Huge Animal
15d10+60 (143 hp)
+1 (Dex)
50 ft.
13 (-2 size,
+1 Dex, +4
natural)
Gore +16
melee, bite
+11 melee,
claws +2 melee
Gore 2d8+9, bite 1d8+7, claws 1d4
10 ft. by 10 ft./15 ft.
Charging gore
Scent
Fort +13, Ref +9, Will +7
Str 24, Dex 13, Con 18,
Int 6, Wis 15, Cha 12
Listen +12, Spot +5
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
SOCIETY
These carnosaurs are solitary
hunters for the most part. They
roam the forests, plains, and
deserts of Storm Valley in search
of prey, only coming together
during the mating season. At
this time, opposing males will
step up to one another and
carefully lock their horns
together, after which they
engage in a shoving match. The sharp horns
are far too dangerous to be used in outright
ramming attacks. The stronger male wins the
fight and a mate. The male may or may not stay with
the female to help tend the young; if not, she can do the job quite
well on her own.
All rival predators are driven out of Carnocornus territory by
the points of its horns. The only exceptions are others of its kind,
in which case the interlocked-horn shoving match comes into play
again. This species is not very bright compared to, say, the
allosaurs, but its instincts allow it to keep destructive combat
between members of its own kind to the absolute minimum.
COMBAT
Like its ancestor Carnotaurus, Carnocornus has surprisingly
weak jaws for such a large animal, as well as the typically weak
forepaws of most carnosaurs, and this is reflected in the damage
stats. As a result, it tends to rely primarily on its sharp horns for
combat, whether fighting off an enemy or bringing down large
prey.
Charging Gore (Ex): The carnosaur will stand off from its
target at a distance, and then deliver a high-speed charge that ends
with the victim impaled on its huge horns. If Carnocornus moves
its full speed before an attack, the gore inflicts double damage. If
the victim foregoes attacks of opportunity, it may attempt a Reflex
save (DC 16, not inclusive of the 2 penalty noted below) to take
half damage (assume only one horn of the pair actually hits the
target).
Like the Cape buffalo of Earth, Carnocornus keeps its head
raised and its eyes on the target for the entire charge, lowering its
head to gore only at the last moment. Because of this, all opponents facing a charge have a -2 penalty to their Reflex save when
trying to evade this charge.
BYPRODUCTS
The massively-horned head of Carnocornus would be a
prized addition to any big-game hunters trophy collection, so
safaris to hunt these creatures down are becoming more common.
They have some competition from pharmacists, however, for the
material these horns are composed of is a powerful stimulant.
When ground into powder and ingested, an ounces worth of this
material will provide a +1 enhancement bonus to Strength for 4d6
hours. A single horn is thus worth $1,200, and a normal pair
$2,400.
Despite these creatures vicious reputation, some people are
willing to pay $200 for one of their eggs. It is suspected that any
captive Carnocornus thus obtained and raised would not be truly
domesticated, but merely kept in a compound next to some facility that is valuable and needs special protection, such as a military
research center.
Skills:
Ceratops susoides
Medium Animal
3d10+15 (32 hp)
+0 (Dex)
30 ft.
18 front (+8 natural),
13 sides and back (+3 natural)
Bite +5 melee
Bite 1d6+7
5 ft. by 5 ft./5 ft.
Gore
Scent, resistance to poison
Fort +8, Ref +1, Will +7
Str 17, Dex 10, Con 20,
Int 6, Wis 12, Cha 13
Listen +7, Spot +6, Wilderness Lore +3
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Any land
Solitary, or herd (2-16)
2
Standard
Always neutral
4-6 HD (Medium)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Ceratops susoides (pig-shaped horn face) is a small ceratopsian dinosaur, in size not much different from protoceratops,
but far less intelligent. In fact, this small (though it weighs from
100-200 pounds) animal is the dinosaur equivalent of a wild boar,
peccary, or warthog. It has a short bony frill and a relatively small
beak, from which protrude tusks at least 5 inches in length. These
tusks are used both as a weapon and as a tool for digging up roots,
grubs, and worms, for this particular ceratopsian has evolved an
omnivorous diet. It also eats carrion when it can get it, and expeditions into Storm Valley have more than once gone through the
inconvenience to say the least of having this animal raid their
food stores.
SOCIETY
Ceratops susoides roams alone, in small family groups of one
or two adults and up to four young, or even herds of up to sixteen
animals. Because it has adopted the omnivorous lifestyle of the
pig, it has proven itself to be one of the most versatile of
dinosaurs, being equally at home in jungles, forests, plains,
deserts, marshes, hills, and mountains. It can eat anything, and is
relatively small as dinosaurs go, so there is little or no competition
or hostility between different herds if they run into each other in
the course of foraging expeditions. If the low-growing fruits are
eaten, they can dig up roots. If those are eaten, they can eat mushrooms and other plants. And if those are gone, they can root
around for grubs and worms, or run down and kill small animals,
21
or find the eggs of creatures that nest on or near the ground, or even scavenge from dead bodies. Something is always available.
By contrast, if nearby creatures appear to be even a potential threat, the adults of the herd will drive them out at once if it is within their power to do so. If not, as would be the case if a giant carnosaur appeared, the entire herd will withdraw as swiftly and silently
as possible. In case of attack by an unstoppable opponent, the entire herd will separate and scatter to all points of the compass, reuniting later with a combination of body odor and high-pitched grunts that only their own kind can hear.
COMBAT
For its size, Ceratops susoides is a fierce fighter, snapping at the enemy with its powerful beak. It can also use its tusks in combat,
and has other powers as well.
Gore (Ex): When fighting an enemy head-on, Ceratops susoides can gore and rip with its sharp tusks. This gore attack is +7 melee
and does 2d6+9 points of damage, but can only be used against a single opponent directly in front of the Ceratops susoides. If the creature makes a gore attack, it may not bite.
Resistance to Poison (Ex): Another thing this creature shares with the pigs it resembles is a strong resistance to poisons.
Whenever the animal is hit with a poison-based attack, it only suffers half damage. If it makes its saving throw, it suffers
no damage at all. If the poison causes nausea, unconsciousness, or the like instead of physical damage, then a failed save
halves the duration.
BYPRODUCTS
The flesh of Ceratops susoides is a gourmets delight, making it a frequently-hunted animal. Given its tendency to eat anything it finds, it will also no
doubt be hunted as a nuisance to be exterminated once farming begins in
Storm Valley. The tusks make suitable daggers, costing $20 apiece.
Its intact hide may also be sold for about $30. These creatures
apparently prefer privacy when they mate, heading for the thickest brush or other cover available. As a result, no one knows
whether they lay eggs or produce young via live birth.
Either a new-born youngster or an egg, however, would
net anyone who brought one in about $20.
22
CETIOCROCODYLUS THALASSOS
(OCEAN TOOTH)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Cetiocrocodylus thalassos
Gargantuan Animal (Aquatic)
12d8+54 (138 hp)
+1 (Dex)
10 ft., swim 40 ft.
16 (-4 size, +1 Dex, +9 natural)
Bite +17 melee, tail slap +12 melee
Bite 4d6+12, tail slap 1d8+6
30 ft. by 50 ft./20 ft.
Improved grab, swallow whole
Land vulnerability
Fort +15, Ref +9, Will +6
Str 35, Dex 13, Con 24,
Int 5, Wis 15, Cha 7
Listen +12, Spot +14
Warm aquatic
Solitary
6
None
Chaotic evil
13-18 HD (Gargantuan),
19-36 HD (Colossal)
SOCIETY
C. thalassos has no true society, being a solitary hunter.
During the mating season, the males engage in ritual combat for
the right to impregnate a female, but the moment they have done
so, they abandon her and return to the sea. The female herself will
find a stretch of sandy beach, laboriously crawl ashore, and lay
her eggs in a nest scraped out of the sand with her flippers. When
sand has been brushed back over the eggs, concealing them completely, the females job is done, and she can return to the sea.
Desert islands are essential to this lifestyle, and not just for
the sake of the eggs. All but invincible in the water, these marine
crocodiles are incredibly slow and clumsy on land, and when they
come ashore on the mainland or a large island such as Carsonia,
they are often set upon and killed by giant carnosaurs or their
Carsonian equivalents.
COMBAT
C. thalassos fights like all of its kind, with a powerful bite and
a lashing tail, while its thick scales provide good armor all around.
Improved Grab (Ex): If this marine crocodile hits a
Medium-size or smaller creature with its bite attack, it may grab
23
BYPRODUCTS
Because crocodile teeth are designed for grasping and holding a victim, rather than slashing or tearing it, they are not suitable
for use as daggers. However, if you want tent pegs with prestige,
these are the way to go, and a full set of teeth from C. thalassos
still sells for $500.
CHIROSTENOTES TEMNOCHEIRUS
(CUTTING HAND)
Skills:
Chirostenotes temnocheirus
Medium-Size Animal
3d8+6 (20 hp)
+1 (Dex)
30 ft.
14 (+1 Dex, +3 natural)
2 claws +6 melee
2 claws 2d8+4
5 ft. by 5 ft./5 ft.
Fort +5, Ref +4, Will +2
Str 19, Dex 13, Con 15,
Int 5, Wis 13, Cha 6
Listen +8, Spot +8
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Saves:
Abilities:
SOCIETY
The lifestyle of this curious animal is a combination of the
bear and the ostrich. Like both creatures, it is omnivorous.
24
COMBAT
In combat, Chirostenotes temnocheirus fights with its powerful clawed forearms, both of which can inflict 2d8+4 points of
damage on any opponent. Bring em back alive types take note:
the parents in a family will fight to the death to defend their
young.
COLOSSOSAURUS CRETASUS
(COLOSSUS LIZARD, DINO GOD)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Colossosaurus cretasus
Colossal Animal
90d10+1,800 (2,295 hp)
-4 (Dex)
100 ft.
-12 (-16 size, -4 Dex, +8 natural)
Tail slap +84 melee, kick +64
melee, bite +24 melee
Tail slap 10d12+32, kick
5d12+24, bite 3d8+8
100 ft. by 300 ft./100 ft.
Trample, rear and stomp, tail
sweep
Massive size, scent
Fort +92, Ref +0,
Will +31
Str 75, Dex 2,
Con 50, Int 5,
Wis 12, Cha 14
Listen +4, Spot
+22, Wilderness
Lore +6
weight. It claims the distinction of being the safest, least attackable herbivore in Storm Valley (and perhaps in all the universe).
SOCIETY
These creatures roam in small herds, the better to avoid swallowing the entire neighborhood at once. The young are defended
until they mature, a process which can take two centuries or more.
These creatures may be regarded as virtually immortal. They have
a mating season and lay eggs only once every century, and while
waiting for those eggs to hatch, they will strip an entire region to
virtually nothing. Not as intelligent as some other sauropods, they
are nonetheless well-versed in knowledge about the valley they
call home.
Warm plains
Herds (3-6)
30
None
Neutral good
They dont get
any bigger!
25
COMBAT
BYPRODUCTS
The egg of a colossosaur sell for at least $6,000. One egg can
feed a family for weeks. A bullwhip made from the last section of
the tail sells for $500. However, the creature is mainly valued as
a source of meat and blubber, though only carcasses and very
young are even considered for such purposes.
26
CRASPEDOCERATOPS GREGARIUM
(HORNED TANK)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Craspedoceratops gregarium
Huge Animal
20d10+160 (270 hp)
-1 (Dex)
30 ft.
18 front/sides (-2 size, -1 Dex, +11 natural), 11 rear (-2 size, -1 Dex, +4 natural)
Gore +19 melee
Gore 3d8+9
15 ft. by 25 ft./15 ft.
Charge for double damage, trample
Scent, spines
Fort +20, Ref +11, Will +7
Str 22, Dex 9, Con 27,
Int 7, Wis 12, Cha 9
Listen + 8, Spot +8
Warm hills and plains
Solitary or herd (10-100, 50% young)
8
None
Always neutral
21-40 HD (Gargantuan),
41-50 HD (Colossal)
Craspedoceratops gregarium, the gregarious spiny hornface, is a descendant of the ceratopsian dinosaur Triceratops, but
is better protected. Aside from being larger and more powerful,
with a maximum length of 40 feet, its frill is a much better defensive device. Not only is it covered with six inch long spines, but
it has broadened and expanded to cover the entire front half of the
animal, including the back, the sides, and the upper halves of the
forelegs, making it far more difficult for a carnosaur to make its
way past the armor and sink its teeth into unprotected flesh.
SOCIETY
C. gregarium lives in sizeable herds, just as its ancestor does
in the Main Valley. In most respects, as in mating, migration, and
the petitioning of outsiders into the herd, its behavior is the
same as that of its ancestor. The primary difference is that
Craspedoceratops, being better protected than Triceratops, is far
less hesitant to charge away from the herd to attack an intruder.
Protective circles are rare, and are often composed of the adult
females only, while the bulls roam freely on the outskirts of the
herd, concentrating on a particular threat or charging targets of
opportunity. These herbivores are almost never attacked, unless
the area is short of water or prey.
COMBAT
These animals fight as do their ancestors, with a goring attack
from the three front horns. C. gregarium also has some special
attacks and characteristics:
Charge For Double Damage (Ex): Craspedoceratops can
charge an opponent from a standing start at a distance, building up
enough momentum to inflict double damage on it (6d8+12).
Trample (Ex): This ceratopsian can trample creatures of
Medium size or smaller. The trample causes 3d12+4 points of
damage, although targets who do not make attacks of opportunity
may make a Reflex save (DC 23) to take half damage.
Spines (Ex): The spines on the frill are so sharp that any creature that comes in contact with it which in practice means coming in contact with any part of the front or sides of the animal
will suffer 1d6 points of damage. This damage can be avoided
with a Reflex save (DC 20).
BYPRODUCTS
The head of this magnificent beast is highly prized by trophy
hunters, while its flesh is quite delicious. The eggs can be eaten as
well, but would-be breeders and trainers are willing to pay $250
for an intact one.
DEINOCHEIRUS GRYPONYCHUS
(SHREDDER)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Deinocheirus gryponychus
Huge Animal
17d10+68 (162 hp)
+2 (Dex)
60 ft.
13 (-2 size, +2 Dex, +7 natural)
2 claws +19 melee, bite +5 melee
2 claws 5d10+8, bite 5d6+8
20 ft. by 30 ft./30 ft.
None
Scent
Fort +14, Ref +12, Will +8
Str 27, Dex 15, Con 19,
Int 9, Wis 17, Cha 12
Listen +12, Spot +12, Wilderness Lore +7
Warm plains and desert
Solitary, family (2-4), or pack (5-10)
8
Standard
Lawful neutral
18-34 HD (Gargantuan),
35-47 JD (Colossal)
SOCIETY
Deinocheirus gryponychus can run
down (relatively) small prey on its
own, but often hunts in packs and
relies on teamwork in bringing down
large and dangerous prey. For instance, it
is one of the few predator species that
makes a habit of preying on the ankylosaurs.
A pack or family group will charge the front
and side of the ankylosaur, thrust their long
27
clawed forearms underneath its armor, and heave it upside down before it can react. After
that, its a simple matter to use their teeth and claws to rip open the unprotected belly and
feed. With other prey animals, such as sauropods and ceratopsians, the pack will surround
a lone victim and attack at once from all sides, dodging in and out while making hit-andrun attacks that wear it down until it has bled to death. Unlike Avimimus struthioides,
however, it will not draw out the victims death agony needlessly, taking no pleasure in torture. It merely does what it must to get meat for its jaws.
These animals mate for life, and a full-sized pack will often consist of
several generations of an extended family sticking together after all the young
have reached adulthood. An attack on one dinosaur will bring the entire pack
down on the offender, and several well-equipped safaris sent out to steal eggs
or young have already been annihilated. The males attract potential mates by
means of an elaborate dance which they perform during the breeding season.
When the breeding is over, each female lays up to six eggs, of which two or
three will typically survive long enough to reach adulthood.
COMBAT
Deinocheirus gryponychus is a terrible opponent in combat, due largely to its
massively-clawed forearms. A single adult animal is thus capable of dealing out
serious damage, while an entire pack of them is lethal. A massive dinosaur like a
sauropod, ceratopsian, or large carnosaur might be a match for one in single combat at close quarters, but on a battlefield where the agile Deinocheirus has ample room
for maneuver, the issue is never in doubt.
BYPRODUCTS
Needless to say, the forearm claws of this creature are in great demand for the construction of large daggers or short swords, and
a complete set will sell for $1,000. The teeth make more normal-sized daggers, a complete set costing $200. In addition, the lungs and
leg muscles of an adult will sell for $700, as they are supposed to make a substance that increases ones speed and endurance when
mixed together. An egg or young animal is worth $500, but the perils of attempting to collect are obvious.
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
28
Dolichobrachios ferox
Huge Animal
13d10+52 (124 hp)
+2 (Dex)
30 ft., climb 20 ft.
17 (-2 size, +2 Dex, +7 natural)
2 claws +14 melee, tail lash +9 melee, bite
+3 melee
2 claws 2d8+7, tail lash 1d8+7, bite 1d6+3
10 ft. by 10 ft./15 ft.
Tail constriction
Scent
Fort +12, Ref +10, Will +4
Str 25, Dex 14, Con 19,
Int 7, Wis 11, Cha 8
Balance +11, Climb +13, Hide +8, Jump
+8, Listen +11, Spot +13
Mountains and hills
Solitary or family (1-2 adults, 0-2 young)
Challenge Rating:
Treasure:
Alignment:
Advancement:
6
Standard
Neutral evil
14-25 HD (Gargantuan)
SOCIETY
Dolichobrachios ferox is a solitary animal, though a mated
pair will stay together long enough to allow their young to grow
up protected. Because their long necks are so vulnerable to bites
addition, is strangled. Strangulation inflicts 1d8 points of constriction damage each round thereafter. The target can escape with
an Escape Artist check (DC 17) or by hacking through the tail (AC
17, 20 hp). A strangled target has its movement restricted by the
reach of D. feroxs tail unless it succeeds in an opposed Strength
check.
BYPRODUCTS
The teeth and claws of Dolichobrachios ferox are worth $300
on the open market, generally for use as daggers, while its tail can
be sold for the same amount due to a superstition stating that the
meat of the tail muscles is a good folk cure for weakness. (Its
tasty but powerless in real life, but theres no particular reason
your players have to know that.)
DRACOROC MEGALOPTERYX
(ELEPHANT BAT)
Skills:
Dracoroc megalopteryx
Huge Animal
10d8+30 (75 hp)
+1 (Dex)
15 ft., fly 50 ft.(average)
12 (-2 size, +1 Dex, +3 natural)
Bite +10 melee, rake +6 melee
Bite 2d12+8, rake 1d12+4
20 ft. by 60 ft./20 ft.
Bombard, improved grab
Scent
Fort +9, Ref +8, Will +5
Str 20, Dex 12, Con 16,
Int 6, Wis 12, Cha 8
Listen +3, Spot +15
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Cliffs, mountains
Solitary or pair
5
Standard
Always neutral
11-15 HD (Huge)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
and slashing claws, they do not physically fight one another over
hunting grounds, preferring to frighten trespassers with harsh
screams or simply avoid interlopers altogether, generally by going
to a higher or lower level of the mountains. As these carnivores
live on a mixed diet of pterosaurs and their eggs, lizards, snakes,
and small mountain-climbing dinosaurs like a subspecies of hypsilophodon cerves, as well as fish from mountain streams, they are
rarely in danger of starvation even if they do have to move.
COMBAT
Dolichobrachios ferox fights with teeth and clawed forelimbs, its long neck enabling it to dangle its head down at an
enemy below for a quick nip before withdrawing out of range. It
has also been known to cause avalanches in the manner of
Aublysodon orogradior. The creatures trademark attack, however, is its tail.
Tail Constriction (Ex): The long tail of D. ferox can lash out
like a whip, wrapping itself around the neck of a Large-sized or
smaller creature and then strangling it. If D. ferox succeeds in a
tail attack, the target takes damage from the lash itself and, in
SOCIETY
These creatures live and hunt alone, only forming brief families during the mating season. From 1-4 young will be raised, and
29
most or all of them reach maturity, due to the great difficulty predators have in getting at them. The nests of these creatures are on
the highest cliffs and mountain ledges available, and any creature
small and light enough to climb so high would be no match for
these giant pterosaurs in one-on-one combat.
DRACOTHERIZINOS CRETASUS
(STONE CUTTER, SCYTHE
DRAGON)
COMBAT
Dracoroc fights with a stabbing beak and a rake with its
clawed hind feet. It also has two specialized attacks:
Bombard (Ex): Dracoroc is intelligent enough to pick up
heavy items such as boulders, tree trunks, and even the massive
bones of dead dinosaurs and drop them on top of the enemy. The
items it chooses are so large that they inflict 4d6 points of damage
when they hit their target. Attacks from greater heights can cause
more damage but cannot be attempted with accuracy. Only one
such bomb can be carried at a time.
Improved Grab (Ex): If Dracoroc can hit a Medium-size or
smaller target with its bite or rake attack, it can then carry it to a
great height and drop it. The pterosaur can carry targets in both its
beak and claws, but no more than two targets can be carried at
once, one in the beak and one in the pair of clawed feet.
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
BYPRODUCTS
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
The claws of this creature are worth $100 when used in making daggers. In addition, wealthy collectors are willing to pay up
to $6,000 for an intact carcass mounted by an expert taxidermist.
Nothing equals the shock value of crossing a yard or courtyard
completely overshadowed by one of these great flying reptiles,
wings fully outspread.
30
Skills:
Dracotherizinos cretasus
Huge Animal
18d10+72 (171 hp)
+2 (Dex)
40 ft.
18 (-2 size, +2 Dex, +6 natural)
2 claws +20 melee, bite +5 melee
2 claws 3d8+9, bite 3d8+9
15 ft. by 15 ft./20 ft.
Improved grab, swallow whole, bombard
Scent
Fort +15, Ref +8, Will +15
Str 28, Dex 15, Con 19,
Int 11, Wis 18, Cha 15
Craft (Stonemasonry) +10, Hide +8, Listen
+12, Spot +13, Wilderness Lore +12
Warm forest, hills, desert, plains, marshes
Hunting party (3-6), city state
8
Standard
Lawful evil
19-36 HD (Gargantuan),
37-54 HD (Colossal)
SOCIETY
It was those aerial swashbucklers the Gautier Brothers
who discovered the great stone city of
Dracotherizinos cretasus on their second
voyage to Storm Valley. Bertrand immediately devoted all his attentions on that trip
to studying the culture such as it was
of the dominant intelligent race of
Storm Valley.
These massive creatures are
fully as intelligent as men. They
have little in the way of tools, but
they need little; their huge claws provide all the cutting, digging and building implements they require. Each creature
dwells in its own private building, built of
rough-hewn blocks of stone. All the buildings are arranged in blocks, with wide
avenues or streets separating them. There
is a massive circular arena in the exact center of the city, and the entire mess is
surrounded by a wall 25 feet
tall. Entry and exit are by a
single opening,
marked by a
massive
wooden gate
composed of
the trunks of
the largest trees that
could be found, with more
massive trunks set at an angle
inside to provide bracing and keep the
thing shut when everyones inside.
The arena building contains far more
space than is necessary to hold the
entire citys population. The lower
levels, which must have been laboriously dug out of the ground, contain
dungeons large enough to hold a wide variety of dinosaur captives. Dracotherizinos eats flesh, but it does not keep animals for
food later on, much less properly domesticate them. The inhabitants of the city go hunting every few days, not only to kill other
dinosaurs for food, but to gang up on lone individuals and physically drag them into the city and its waiting dungeons. Once there,
they are kept alive for a special purpose. Every several months,
the population of the city turns out to enjoy a serious of vicious
gladiatorial games, in which young and adults alike pit themselves
in mortal combat against captive creatures of varying sizes and
degrees of danger. Note that although Dracotherizinos itself is a
pure carnivore, it does grow extensive gardens nearby to feed the
captive population (its claws make adequate plows), and it shares
portions of its kills with those carnivores it manages to capture.
The games are presided over by the alpha male and female
(though this term seems inadequate for such intelligent and
humanlike creatures), whom Bertrand Gautier immediately
christened Caesar and Caesonia.
The social life of these creatures is a combination
of the cultured and the brutal. When individual
dinosaurs of this species have spare time on their
hands, they are frequently seen chiseling pictures on
the walls of their homes, the arena, or the defensive
wall. These pictures are of various terrain features, in
which their kind are shown, invariably in battle,
killing or capturing other dinosaurs for the
arena. The lone exception, reported by a
human adventurer who was captured
and sentenced to the arena, but who
later escaped, shows a crowd of
the creatures surrounding what
appears to be a swirling mass of
fire or energy of some sort. This
has led some scientists to speculate that this particular
dinosaur race is somehow
connected with a greater,
now dead, civilization,
which may have been
responsible for the
bizarre weather conditions of Storm Valley.
Despite living a civilized lifestyle of sorts,
Dracotherizinos still
has a regular mating
season. The males
compete for the rights to
individual females in the
arena, dueling each
other with great
swipes of their
heavily-clawed
forearms it
31
appears biting is not allowed until one male can no longer catch
and parry the strokes of his opponent with his own claws. As soon
as a combatant takes a serious wound, the contest comes to an end
and the next one begins.
COMBAT
Dracotherizinos cretasus fights primarily with great sweeping
blows of its forearms with their scythe-like claws, which are two
foot or more in length, as well as with its jaws. It has a number of
special attacks as well:
Improved Grab (Ex): A member of this species which hits a
Medium-size or smaller target with its bite attack may then
attempt to swallow it whole.
Swallow Whole (Ex): Dracotherizinos can swallow a
Medium-size or smaller creature whole with a successful grapple
check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid damage per round. A swallowed creature
may cut itself out by using Small or Tiny slashing weapons to deal
25 points of damage to the dinosaurs innards (AC 20).
Bombard (Ex): In place of its normal slashing claw attack,
Dracotherizinos can use its claws to heave huge boulders and similar missiles at an opponent. These attacks are +15 ranged and typically inflict 3d8 damage (though larger or smaller boulders will
affect the damage). There are large piles of boulders in the city at
intervals beside the wall, as well as earthen ramps, leading experts
to believe that the citys population will man the walls and hurl
boulders at the enemy in the unlikely event that the city itself ever
comes under organized attack or siege. Escaped captives have
reported hearing legends of the city successfully defending itself
against Tyrant Masters and their tyrannosaur armies, though such
stories may have been used solely to impress captives.
When these creatures go forth in packs and bands to capture
other dinosaurs, their clawed hands are covered with crude gloves
made from a combination of natural rubber and dinosaur hide.
This not only keeps them from hurting their captives too much as
they grab them and haul them off, but also protects their hands
from spines, such as those on Ankylosaurus peltaspinos. (When
capturing an ankylosaur or nodosaur, they use their extra-long
forearms to reach underneath the shell, then flip it over and carry
it off upside-down.)
BYPRODUCTS
A full set of claws from one of these creatures is worth $800,
as they are useful in making large daggers or short swords, while
a full set of teeth is worth $300 for the making of lesser daggers.
The creatures hide is also useful as armor, and an intact hide provides enough material for two suits of good Medium-size armor,
or even four, in the unlikely event the donor can be killed without puncturing the hide. This armor gives a +5 armor bonus, max
Dex bonus of +4, and an armor check penalty of -2, with a weight
of 30 pounds. An intact hide sells for $600.
However, the saying caveat emptor (Let the buyer beware!)
is particularly appropriate in this case. The fellow who revealed
32
the details about what this species does with captured creatures
was captured after joining a party of explorers. These explorers
had managed to kill a lone specimen on a previous commercialminded trip, poisoning a water hole to slay the first creature to
drink from it. As a result, each of the witness comrades had a suit
of Dracotherizinos hide armor and one or more daggers or short
swords made of its teeth and claws. When they ran into a full pack
of these dinosaurs and wound up getting captured, their captors
noticed the apparel and gear that came from one of their dead
comrades. The offending hunters were slammed flat on the
ground, the claws came up and down... Suffice it to say, the witness himself will never use any piece of a Dracotherizinos, and
urges everyone else to do the same between bouts of gagging.
DRYPTOSAURUS INGENS
(LEAPING CLAW)
Skills:
Climate/Terrain:
Organization:
Dryptosaurus ingens
Huge Animal
15d10+45 (130 hp)
+2 (Dex)
40 ft., jump 120 ft.
13 (-2 size, +2 Dex, +3 natural)
Bite +17 melee, claws +2 melee
Bite 3d8+7, claws 1d4
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole, pounce
Scent
Fort +13, Ref +14, Will +7
Str 25, Dex 15, Con 17,
Int 9, Wis 17, Cha 12
Hide +7, Jump +17, Listen +11, Spot +10
Warm forest, hills, and marsh
Solitary or family (1-2 adults, 1-2 young)
Challenge Rating:
Treasure:
Alignment:
Advancement:
7
Standard
Chaotic evil
16-29 HD (Gargantuan)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
SOCIETY
D. ingens is a solitary hunter, its members only coming
together during the breeding season. These creatures evidently
prefer privacy at this time, as it is not yet known how they select
mates. The males may help the females raise the young after they
ELASMOFORME INGENS
(RIBBON KILLER)
Skills:
Elasmoforme ingens
Colossal Animal
25d10+75 (212 hp)
+2 (Dex)
10 ft., swim 40 ft.
15 (-8 size, +2 Dex, +11 natural)
Bite +24 melee
Bite 2d20+7
40 ft. by 80 ft./40 ft.
Scent
Fort +19, Ref +6, Will +2
Str 37, Dex 14, Con 17,
Int 2, Wis 13, Cha 9
Hide +17, Listen +2, Spot +7
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Warm aquatic
Solitary or pair
8
None
Always neutral
26-37 (Gargantuan)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Qualities:
Saves:
Abilities:
hatch, or they may simply wander off one day and never come
back. It doesnt matter much; the females are more than tough
enough to take care of the young. On other occasions, males and
females will viciously attack one another, for the species is fiercely territorial, and explorers have reported some spectacular battles
of appalling ferocity.
COMBAT
Like all other carnosaurs, this species fights with teeth and
claws. It also has several special attacks:
Improved Grab (Ex): A dryptosaur that hits a Medium-size
or smaller opponent with its bite attack may grab it and then
attempt to swallow it whole.
Swallow Whole (Ex): A dryptosaur can unhinge its jaws and
swallow a Medium-size or smaller creature with a successful
grapple check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid damage per round. A swallowed
creature may cut itself out by using Small or Tiny slashing
weapons to deal 25 points of damage on the dinosaurs innards
(AC 20).
Pounce (Ex): Dryptosaurus ingens can pounce on a prone or
low-built foe (smaller than Medium-size) using its powerful hind
legs. If it leaps upon a foe during the first round of combat, it can
make a full attack action even if it has already taken a move
action.
BYPRODUCTS
The thick leg muscles from this creatures hind legs make
delicious eating, and the hind leg muscles from one adult animal
sell for $1,000.
SOCIETY
E. ingens hunts alone or in pairs, the pair being either a male
and female (during the mating season) or a pair of siblings with a
stronger than usual bond. When they work together, each swims
to one end of a large school of fish and then moves inward, herding their terrified prey together into a dense mass that can be easily harvested with strikes from their long necks. If two of these
creatures work together in picking off the crew of a ship, the result
is sheer terror and, all too often, a floating derelict.
33
COMBAT
Elasmoforme ingens fights with its powerful jaws, and nothing else, but the sheer size and power of this marine animal mean that
they are usually all it needs. Combined with its ability to hide beneath the surface of a calm sea, this makes it a formidable foe, indeed.
BYPRODUCTS
Because they are long enough to serve as large daggers or short swords, a full set of teeth from this marine monster can sell for
$1,700. The incredibly beautiful hide is worth $7,000 if taken intact. Since this rarely happens, the actual selling price depends on how
much damage was inflicted on the creature while killing
it, and where that damage took place. This has led to
some wild schemes for launching ships on the
Tempest Sea and equipping them with winches
and giant fishing lines, the hooks of which are
to be baited with meat or fish that has been liberally coated with the strongest poisons available.
GORGOMONSTRUM
TORVOVENATOR
(FRILL MONSTER)
Gorgomonstrum torvovenator
Huge Animal
Hit Dice:
18d10+54 (153 hp)
Initiative:
+1 (Dex)
Speed:
40 ft.
AC:
13 (-2 size, +1 Dex, +4 natural)
Attacks:
Bite +20 melee, 2 claws +4
melee
Damage:
Bite 3d8+8, claw 1d4+1
Face/Reach: 10 ft. by 10 ft./15 ft.
Spcl. Atks: Improved grab, swallow whole
Spcl. Qlties: Frill display, scent
Saves:
Fort +13, Ref +11, Will +8
Abilities:
Str 26, Dex 12, Con 16,
Int 6, Wis 13, Cha 10
Skills:
Listen +8, Spot +8
Climate:
Any warm
Organization: Solitary or family (1-2 adults
and 0-2 young)
CR:
7
Treasure:
Standard
Alignment: Chaotic good
Advancement: 16-33 HD (Gargantuan),
34-51 HD (Colossal)
Gorgomonstrum torvovenator, the savage hunter gorgon monster, is a huge but fairly primitive carnosaur which can be found in
almost any corner of Storm Valley. Its name
comes from the gorgon, a creature from folklore
so frightful that its very appearance could kill or pet-
34
rify a victim. Its jaws are large, its forearms only so-so in strength
and with three fingers on each hand, and it reaches a length of
from 35 to 40 feet. Its most noticeable feature is a frill composed
of large skin flaps which is normally pressed down tight against
the neck and shoulders, but which it can pop erect at a moments
notice, like that of the frilled lizard of Earths Australia.
SOCIETY
This creature is a solitary hunter, only coming together with
others of its kind during the mating season, and then only briefly.
Because of its chaotic nature, there are only two chances in five
that both parents will raise the young once they hatch. Most of the
time, the male wanders off and leaves the female to do the job by
herself.
Males compete for females via a sort of face-off, in which
they repeatedly pop their frills while hissing menacingly at each
other. This is an eerie sight to watch, particularly since they also
roll their eyeballs back during this process, so that only the whites
are starkly showing, as if the creature were an undead monster
with glowing eyes. In addition, although the frill is normally a
dark blue in color like the rest of the dinosaur, when displayed, it
immediately flares crimson, adding to the shock value.
COMBAT
G. torvovenator fights with its powerful bite, as well as with
its clawed forearms. In addition, it has a number of specialized
attacks:
Improved Grab (Ex): When this creature hits a Mediumsize or smaller target with its bite attack, it may grab it, then
attempt to swallow it whole after unhinging its jaws.
Swallow Whole (Ex): Gorgomonstrum can swallow a
Medium-size or smaller creature whole with a successful grapple
check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid damage per round. A swallowed creature
may cut itself out by using Small or Tiny slashing weapons to deal
25 points of damage to the carnosaurs innards (AC 20).
Frill Display (Ex): When Gorgomonstrum torvovenator goes
into its terrifying display with its frill and eyes, hissing all the
while (see above), every living creature which sees it must make
a successful Willpower save (DC 15) or else become frightened.
This includes all humans, PCs and NPCs alike, as well as all animals with the party (if any), such as pets, hunting beasts, mounts,
and pack animals. Thus, even if a character who is riding makes
his save, he may still wind up retreating if his mount fails its own.
Other gorgomonstrums are immune to this effect.
35
HYAENASAURUS OSSEOPHAGUS
(BONE-EATER)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hyaenasaurus osseophagus
Huge Animal
18d10+90 (189 hp)
+0
40 ft.
14 (-2 size, +6 natural)
Bite +22 melee, 2 claws +8 melee
Bite 8d8+10, claws 1d6
10 ft. by 10 ft./15 ft.
Armor nullification, improved grab, swallow whole
Resistance to poison, roar, scent
Fort +16, Ref +11, Will +10
Str 30, Dex 10, Con 20,
Int 8, Wis 16, Cha 10
Listen +11, Spot +11
Warm forest, hills, desert, plains, marsh
Solitary or family (2 adults and 0-2 young)
8
Standard
Lawful evil
19-36 HD (Gargantuan),
37-54 HD (Colossal)
SOCIETY
Hyaenasaurus is both a scavenger and a specialized hunter,
with its powerful jaws designed for both roles. As well as crunching bones, they are also designed to bite through the heavy armor
of dinosaurs like the ankylosaurs, making H. osseophagus one of
their few predators. It also likes to shadow other, lesser predators
and steal their kills, using its size for intimidation purposes. The
trick only works in environments where prey is abundant, however; if its a choice of fight or starve, any predator will fight. In
nearly all respects, family life and society for this dinosaur is the
same as for its more famous relative.
COMBAT
Hyaenasaurus osseophagus fights with its powerful jaws and
stronger-than-usual forearms. It also has a number of special
attacks and other advantages.
36
BYPRODUCTS
A full set of teeth and claws from a hyaenasaur will sell for
$600. Note that because the teeth are stout and pointed, but not
edged, they can only be used to make punching daggers. The
intact hide is worth $3,600, and can be used to make two suits of
good Medium-size armor, or four if the animal is killed without
damaging the hide (an especially difficult proposition due to its
immunity to poison). Hyaenasaur hide armor gives a +5 armor
bonus, max Dex bonus of +4, armor check penalty of -2, and has
a weight of 30 pounds. In addition, some parts of the dinosaur are
sold for (alleged) medicinal purposes: the jaw muscles (strength)
for $3,000, plus the tongue and liver (poison antidote) for $600
and $400 respectively. $300 is the bidding price for an egg of one
of these monsters, if you can manage to swing it. The Confederate
military is particularly eager to pay this price, as the powerful
jaws of these carnosaurs are an obvious remedy to the armor of
Union ironclads.
HYPSILOPHODON CERVESAURUS
(DEER LIZARD)
Skills:
Hypsilophodon cervesaurus
Medium-Size Animal
2d10+4 (15 hp)
+2 (Dex)
50 ft., climb 40 ft.
16 (+2 Dex, +4 natural)
Bite +5 melee
Bite 1d10+5
5 ft. by 5 ft./5 ft.
Charge and gore
Fort +5, Ref +4, Will +2
Str 16, Dex 14, Con 15,
Int 5, Wis 13, Cha 8
Climb +10, Listen +8, Spot +8
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Saves:
Abilities:
SOCIETY
These gentle grazers dwell in sizeable herds, which are
invariably led by a male. Although both males and females have
horns, the males are still easily distinguishable by means of the
blood-red dewlap extending from their throats. (The rest of the
animal is a mottled brown and white, with the beak being a bright
orange.) During the breeding season, the males compete for the
attentions of the females by gulping in air and extending their
dewlaps, balloon-like, with the largest display netting the owner
first choice among the females. The second largest has second
choice, and so on down the line. These creatures are exemplary
parents, the entire herd providing communal defense for everyones young.
COMBAT
H. cervesaurus fights by biting with its powerful beak.
However, it does have another means of defense.
Charge and Gore (Ex): Instead of biting, the dinosaur can
stand off at a distance and then charge its enemy with its short
horns. The horns attack at +5 and inflict 1d8+5 points of damage,
which is doubled if the creature moves at least 50 ft. prior to
impact. The horns cannot be used except in this manner.
BYPRODUCTS
The flesh of these little dinosaurs is a pleasant tasting meat
much sought-after in frontier towns and major urban centers alike,
but not particularly valuable because it is so common. The gaudy
and horned heads make small but interesting trophies.
Hypsilophodon cervesaurus, the deer lizard, is a descendant of the small dinosaurian herbivore Hypsilophodon. The main
differences are twofold. First, this version has a pair of sharplypointed foot-long horns on its head. Second, it is roughly 8 feet in
length nearly half of it tail rather than the one-yard length of
the original version. This light browser and grazer can eat virtually any type of plant material because of its comparatively massive
parrot-like beak. As a result, subspecies can and do live in just
about every terrestrial habitat in Storm Valley: mountains, hills,
forests and jungles, deserts, plains, and marshes. It is also one of
37
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hypsilophodon lemmo
Tiny Animal
1/4 d8 (2 hp)
+2 (Dex)
25 ft., climb 15 ft.
14 (+2 size, +2 Dex)
Bite +4 melee
1d6-4
2 1/2 ft. by 2 1/2 ft./0 ft.
See below
Scent
Fort +2, Ref +4, Will +1
Str 2, Dex 15, Con 10,
Int 2, Wis 12, Cha 2
Hide +16, Listen +7, Spot +8, Infuriate
Characters +100 (heh heh)
Any warm land
Swarm (100-10,000)
1/4
None
Always neutral
-
SOCIETY
H. lemmo usually lives in colonies of at least a hundred or
more. They migrate when low food supplies, bad weather, predators, or a natural catastrophe (such as an earthquake or a forest
fire) makes the current neighborhood unhealthy. At least once a
year, many colonies set out at roughly the same time on a great
migration, coming together in vast swarms by the thousands, just
like their mammalian counterparts on Earth. These little creatures
let nothing but death itself stop them, going over, under, around,
or through any obstacles. On these occasions, predators in the
vicinity have a feast to remember.
COMBAT
Hypsilophodon lemmo fights by means of its horny beak,
which can devour any plant matter. In fact, this beak is as powerful as a wire cutter or similar tool, and can bite through any substance, save for stone and the harder forms of plastic. This makes
these little creatures a serious pest and plague to any adventuring
party, for they will blunder right through a campsite in their hundreds or thousands, and if they get the least little bit excited, they
will bite anything and everything in their way.
Fortunately, their beaks are too small to do much damage to
humans, but their potential damage to possessions makes them a
serious threat, and their swarming tactics frequently result in the
severing of tool and weapon handles, gun barrels, triggers and
trigger guards, bows, arrows, spears, rope, poles and tent pegs
(even metal ones), sword and dagger blades, whips, crowbars, the
handles of cooking implements, belts, and harness straps, not to
mention the tearing of clothing, blankets, tents, sleeping bags,
backpacks, sacks, holsters, scabbards and quivers, saddle straps,
and even some types of armor (including flak jackets, hermetic
suits, riot gear, reflective armor, unactivated energy shields, and
vacuum suits).
Hungry lemmos will even gnaw at
larger items made of wood, such as furniture, crates, shields, and gun stocks. Thus,
an invasion of the partys campsite by a
horde of these creatures, which can occur at
any time of the day or night, can be a major
catastrophe for a group relying largely on its
gear. If the GM wants to hit the party with
an encounter designed to severely weaken it
before the climax of the adventure, but not
one that grants them huge numbers of experience points, a dinosaur lemming swarm
is the way to go.
BYPRODUCTS
The flesh of these little animals is delicious, and were they not such a nuisance to
keep, they would even now be raised in a
number of communities as food items and
pets.
38
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
SOCIETY
From the start, it was obvious that these Iguanodon descendants had evolved the simple thumb spike defense into a form of
combat very similar to human fencing. This played oddly in the
mind of Dumas fan Bertrand Gautier. The first species he discovered and studied was Iguanodon saxnychus; subsequently, he
found that the other iguanodonts behaved quite similarly. Herd
defense is the responsibility of the males, and the herd Gautier
studied had as the backbone of its defense a trio of large males he
promptly nicknamed Athos, Porthos, and Aramas. A lone
male from some defunct herd showed up during the course of the
study, and was allowed into the herd after successfully defeating
several of the other males in ritual fencing. It was inevitable that
Bertrand Gautier would nickname this one DArtangan. In
everyday life,
the herd was
Iguanodon cultercheirus cutelluscheirus means knifehanded and small knife-handed iguana tooth. Its thumb
spikes consist of a short spike on the left hand and a 5-6
ft. long straight blade on the right.
Shamshiriguanodon cretasus means Cretasus shamshir iguana tooth (the shamshir was the old Persian name for a
curved sword, and the root of our scimitar).
Shamshiriguanodon has slightly curved blades of the
same length.
39
Skills:
Acrocanthosaurus linnormus
Huge Animal
20d10+80 (190 hp)
+0 (Dex)
40 ft.
13 (-2 size, +5 natural)
Bite +22 melee
Bite 5d8+14
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +16, Ref +12, Will +8
Str 28, Dex 11, Con 19,
Int 8, Wis 15, Cha 9
Hide +3, Listen +9, Spot +9
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
COMBAT
Iguanodon cultercheirus cutelluscheirus fights in a manner
reminiscent of the rapier-and-dagger fighting of Renaissance
times. The three other species fight with two blades of the same
size, using both with equal skill. Their attack stats are:
40
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Allosaurus linnormus
Huge Animal
18d10+72 (171 hp)
+1 (Dex)
40 ft.
14 (-2 size, +1 Dex, +5 natural)
Bite +19 melee
Bite 4d8 +12
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +15, Ref +12, Will +10
Str 27, Dex 13, Con 18,
Int 9, Wis 18, Cha 12
Hide +4, Listen +12, Spot +12, Wilderness
Lore +5
Warm forest, hills, plains, and marsh
Solitary or family (2 adults, 1-2 young)
8
Standard
Chaotic good
19-24 HD (Gargantuan)
Skills:
Carcharodontosaurus linnormus
Huge Animal
22d10 +88 (209 hp)
+1 (Dex)
50 ft.
14 (-2 size, +1 Dex, +5 natural)
Bite +23 melee
Bite 6d8 +14
20 ft. by 20 ft./30 ft.
Improved grab, swallow whole
Scent
Fort +17, Ref +14, Will +8
Str 29, Dex 12, Con 19,
Int 7, Wis 12, Cha 10
Hide +3, Listen +10, Spot +7
Ceratosaurus linnormus
Huge Animal
17d10+51 (145 hp)
+2 (Dex)
40 ft.
14 (-2 size, +2 Dex, +5 natural)
Bite +18 melee
Bite 3d8+12
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +11, Ref +8, Will +5
Str 27, Dex 14, Con 17,
Int 9, Wis 10, Cha 8
Hide +5, Listen +11, Spot +11
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Giganotosaurus linnormus
Huge Animal
25d10 +150 (288 hp)
-2 (Dex)
50 ft.
13 (-2 size, -2 Dex, +7 natural)
Bite +26 melee
Bite 8d8 +15
15 ft. by 15 ft./20 ft.
Improved grab, swallow whole
Scent
Fort +22, Ref +14, Will +9
Str 30, Dex 7, Con 23,
Int 6, Wis 13, Cha 13
Hide +3, Listen +14, Spot +10
Gorgosaurus linnormus
Huge Animal
15d10+60 (143 hp)
+2 (Dex)
60 ft.
14 (-2 size, +2 Dex, +4 natural)
Bite +17 melee
Bite 4d8+12
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole
Scent, roar
Fort +13, Ref +11, Will +9
Str 26, Dex 15, Con 18,
Int 10, Wis 18, Cha 13
Hide +4, Listen +12, Spot +12
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
41
Skills:
Kentrosaurus linnormus
Huge Animal
15d10 +75 (156 hp)
+0 (Dex)
40 ft.
16 (-2 size, +8 natural)
Tail spikes +12 melee
Tail spikes 3d8+8
10 ft. by 30 ft./20 ft.
Pivot and swing
Scent
Fort +13, Ref +9, Will +5
Str 20, Dex 11, Con 20,
Int 1, Wis 10, Cha 6
Listen +4, Spot +2
Spinosaurus linnormus
Huge Animal
21d10 +84 (200 hp)
+1 (Dex)
40 ft.
15 (-2 size, +1 Dex, +6 natural)
Bite +23 melee
Bite 6d8+15
15 ft. by 30 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +16, Ref +13, Will +9
Str 31, Dex 12, Con 19,
Int 7, Wis 14, Cha 10
Hide +3, Listen +7, Spot +12
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Stegosaurus linnormus
Huge Animal
18d10+90 (189 hp)
+0 (Dex)
40 ft.
16 (-2 size, +8 natural)
Tail spikes +18 melee
Tail spikes 5d8+11
10 ft. by 30 ft./ 20 ft.
Pivot and swing
Scent
Fort +16, Ref +11, Will +6
Str 24, Dex 11, Con 20,
Int 1, Wis 10, Cha 6
Listen +4, Spot +2
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
42
Skills:
Tyrannosaurus linnormus
Huge Animal
23d10+138 (265 hp)
+0 (Dex)
50 ft.
13 (-2 size, -2 Dex, +7 natural)
Bite +25 melee
Bite 6d8+15
20 ft. by 20 ft./30 ft.
Improved grab, swallow whole
Scent, roar
Fort +19, Ref +7, Will +15
Str 30, Dex 10, Con 23,
Int 8, Wis 15, Cha 13
Hide +3, Listen +11, Spot +11
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
SOCIETY
Carnivore and herbivore alike, all linnorms are solitary creatures for much of the time, dwelling at most in small herds or family groups. As much as possible, their behavior is similar to that of
their ancestral dinosaurs.
COMBAT
The stegosaurs are grazers, of course, but the rest of the linnorms are carnivores. Most creatures run for their lives when they
see these massive monsters coming. Therefore, linnorms have
learned to make the most of whatever cover is in their neighborhood, be it a hill or a thick stand of trees, preferably beside a
watering place or
game trail,
43
where they wait for potential prey to walk by. When it does, the
carnivorous linnorm will be upon it in a single stride, taking a
massive bite out of the victim which, if it does not kill it outright,
will severely cripple it, making it incapable of running away.
Once that is done, the hapless prey must fight to the death to the
best of its ability. Predatory linnorms will also eat carrion, of
course, and they often make use of their gigantic size to drive lesser carnivores, or even a pack of them, from their kills.
The carnivores among the linnorm group fight with their
powerful jaws, the stegosaurs with their spiked tails. In addition,
various linnorms have other special combat qualities.
Improved Grab (Ex): A carnivorous linnorm that hits a
Medium-size or smaller creature with its bite attack may grab it.
It may then attempt to swallow it whole.
Swallow Whole (Ex): A carnivorous linnorm can swallow a
Medium-sized or smaller creature with a successful grapple
check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid damage per round. A swallowed creature
may cut itself out by using Small or Tiny slashing weapons to deal
25 points of damage to the linnorms innards (AC 20).
Pivot and Swing (Ex): The two-limbed stegosaur species
have a neat trick, in which they can pivot on one heel and swing
about quickly for 180 degrees, so that a foe that was facing the
dinosaurs head will be struck by the spiked tail. For purposes of
this attack, their reach is measured to both their rear and rear. In
addition, this pivot and swing attack does double damage, due to
the sheer weight and momentum behind the stegosaurs movement.
44
LIOPLEURODON GIGANTIS
(SWIMMING DEATH)
Skills:
Liopleurodon gigantis
Colossal Animal
15d10+120 (203 hp)
+2 (Dex)
Swim 40 ft.
15 (-8 size, +2 Dex, +11 natural)
Bite +16 melee
Bite 7d10 +20
30 ft. by 100 ft./20 ft.
Improved grab, swallow whole
Blindsight, scent
Fort +17, Ref +11, Will +10
Str 37, Dex 14, Con 27,
Int 2, Wis 12, Cha 9
Hide +10, Listen +11, Spot +11
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Warm aquatic
Solitary
10
None
Chaotic evil
16-30 HD (Colossal)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
MALEEVOSAURUS NASIPILUM
(NOSE LANCER)
Skills:
Maleevosaurus nasipilum
Huge Animal
14d10+42 (119 hp)
+2 (Dex)
50 ft.
17 (-2 size, +2 Dex, +7 natural)
Gore +10 melee, bite +4 melee, claws +1
melee
Gore 2d12+7, bite 2d6+3, claws 1d4
10 ft. by 10 ft./10 ft.
Charge for double damage
Scent
Fort +11, Ref +8, Will +5
Str 25, Dex 15, Con 17,
Int 7, Wis 11, Cha 9
Hide +7, Listen +11, Spot +12
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
COMBAT
SOCIETY
SOCIETY
45
COMBAT
Like any other carnosaur, Maleevosaurus nasipilum fights
with its teeth and claws. Its main weapon, however, is its nose
horn. Its gore attack does double damage if the dinosaur charges
its opponent.
MEGALOCHELYS THALASSOS
(DEEP SNAPPER)
Skills:
Megalochelys thalassos
Gargantuan Animal
18d10+144 (243 hp)
-2 (Dex)
10 ft., swim 30 ft.
22 (-4 size, -2 Dex, +18 natural)
Bite +17 melee
Bite 4d8+14
40 ft. by 60 ft./15 ft.
Armor nullification
None
Fort +21, Ref +4, Will +4
Str 28, Dex 6, Con 26,
Int 1, Wis 6, Cha 8
Spot +16
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Warm aquatic
Solitary
8
None
Always neutral
19-36 HD (Colossal)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
SOCIETY
Like all sea turtles, Megalochelys thalassos is a solitary creature. The female lays her eggs on shore and buries them, and out
of several dozen eggs, only a few offspring will survive to reach
adulthood.
46
COMBAT
This massive turtle fights with its powerful beak, which gives
it a rather nasty extra attack.
Armor Nullification (Ex): The crushing beak of this enormous sea turtle has so much power in it that the armor bonus of
any creature suffering a bite attack is halved, and yes, that
includes manmade body armor, and even Union ironclad armor.
Sorry.
BYPRODUCTS
The flesh and eggs of this monster are quite delicious, and the
calipee (the soft lining inside the shell) alone sells for $800
because of the exquisite soup that can be made from it. Because
these creatures are too stupid to be trained, food is the only reason
to obtain their eggs. In addition, the invulnerable upper and lower
halves of the carapace can be made into armor plating for Colossal
creatures such as tamed brachiosaurs, a complete shell costing
$3,000. This is heavy armor, with a +8 armor bonus, max Dex
bonus of +0, and armor check penalty of -8. A treated, ready-towear suit of armor costs $8,000.
MULTICERATOPS TARBOS
(MEGAHORN)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Multiceratops tarbos
Huge Animal
16d10+128 (216 hp)
-1 (Dex)
30 ft.
18 front (-2 size, -1 Dex, +11 natural),
11 sides (-2 size, -1 Dex, +4 natural)
Gore +15 melee
Gore 3d8+8
10 ft. by 20 ft./10 ft.
Charge for double damage, trample
Scent
Fort +18, Ref +9, Will +6
Str 20, Dex 8, Con 26,
Int 6, Wis 12, Cha 8
Listen +8, Spot +8
Warm forest, hills, and plains
Solitary or herd (10-100, 50% young)
7
None
Always neutral
17-34 HD (Gargantuan),
35-50 HD (Colossal)
Multiceratops tarbos, the alarming multi-horn face, is a ceratopsian dinosaur built on the order of Triceratops, but far more
abundantly adorned. Its snout has two nasal horns, a 3-foot one
curved outward like a saber, plus a smaller, straight 2-footer. It has
the pair of eyebrow horns of its relative, but also a third horn
placed in between on the forehead, like that of a unicorn. Finally,
the bony frill is covered with long spines like those of styracosaurus. The overall effect is impressive and alarming, and few
are the predators, whether dinosaur, human, or alien, who want
anything to do with a head-on battle with this horned behemoth.
Maximum length is 30-35 feet, while the animal can weigh up to
25,000 pounds.
SOCIETY
Multiceratops lives in herds for much of the time; a solitary
animal, even one as formidably armed as this one is, can be easy
prey for an ambush predator who strikes it from behind. The head
is pale, almost bone-white, for much of the time, standing out
from the blackish-purple body, but at will the creature can flush
more blood into its facial veins, turning the entire head first pink,
then vivid red in quick succession. Although this display can, and
often is, used to ward off a predator, its most common application
is during the breeding season. When competing for the favors of
a female, two bulls will face off against one another and commence bellowing and flushing until one or the other is thoroughly
COMBAT
As with all its kind, Multiceratops fights by goring with its
horns. It also shares with its ceratopsian kin a pair of special
attacks listed below.
Charge For Double Damage (Ex): A Multiceratops that can
stand off from the enemy and then charge him builds up enough
momentum so that when the collision occurs, twice the average
amount of damage is inflicted. Note that all goring attacks after
the initial collision will be standard unless/until the creature can
back off for another charge.
Trample (Ex): This beast can trample creatures of Medium
size or smaller, inflicting 2d12+10 points of damage on them.
Targets who do not make attacks of opportunity may make a
Reflex save (DC 23) to take half damage instead.
47
BYPRODUCTS
As with all ceratopsians, the flesh of Multiceratops is quite
palatable, while its head would be a prize to any trophy hunter.
NANOTYRANNUS ACINONYX
(SPEED DEMON)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Qualities:
Saves:
Abilities:
Feats:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Nanotyrannus acinonyx
Large Animal
5d10+20 (48 hp)
+2 (Dex)
80 ft.
16 (-1 size, +2 Dex, +5 natural)
Bite +7 melee, claws +1 melee
Bite 1d10+5, claws 1d2
5 ft. by 5 ft./10 ft.
Scent
Fort +8, Ref +6, Will +2
Str 20, Dex 15, Con 19,
Int 7, Wis 12, Cha 12
Run
Hide +7, Listen +12, Spot +12
Warm plains and desert
Solitary or family (1-2
adults, 1-2 young)
4
Standard
Neutral evil
6-10 HD (Large)
SOCIETY
Like true cheetahs, these dinosaurs hunt alone or in mated
pairs. A mated pair will stay together until the young are almost
fully grown, then break up as the youngsters are driven off to
survive on their own. Because they require far less food than
their huge relatives, and can cover territory swiftly when searching for new hunting grounds, they do not compete as fiercely for
territory as most tyrannosaurs do.
COMBAT
Nanotyrannus acinonyx fights with its jaws and clawed forehands. Although it is not all that much larger than a grown man,
it nevertheless hunts humans when other prey is scarce, and its
48
BYPRODUCTS
A full set of teeth and claws from this small tyrannosaur will
sell for $100. In addition, the leg muscles can be sold for $200 to
medicinal dealers who claim that digesting them will somehow
make the eater faster on his feet.
OVIRAPTOR ARBOPHAGUS
(TREE BEAK)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Oviraptor arbophagus
Medium Animal
2d10+8 (19 hp)
+2 (Dex)
60 ft.
16 (+2 Dex, +4 natural)
Bite +6 melee
Bite 1d8+8
5 ft. by 5 ft./5 ft.
Crunch wood
Scent
Fort +6, Ref +4, Will +2
Str 18, Dex 14, Con 18,
Int 6, Wis 15, Cha 8
Hide +8, Listen +8, Spot +8
Warm forest, hills, mountains, desert,
plains, or marshes
Solitary or pair
1
Standard
Chaotic neutral
3-4 HD (Medium),
5-8 HD (Large)
SOCIETY
This creature lives alone, though a mated pair will often stick
together for a short while after the breeding season is over.
Oviraptor arbophagus attracts a mate by performing an elaborate
dance, which involves a great deal of head-bobbing and tail-lashing, along with short intervals in which it balances itself solely on
one hind leg for perhaps a minute or so.
COMBAT
Like its ancestor, O. arbophagus fights only by means of biting with its horny beak. Its power, and the creatures own feeding
habits, give it a special attack.
Crunch Wood (Ex): Because it eats wood, it follows that this
dinosaurs bite can crush anything made of wood, including clubs,
wooden spears, shields, and other such objects. Its bite inflicts
double damage against any wooden object. As a matter of fact,
this ability, plus the fact that the animals favorite food is salted
wood, makes it a major nuisance for human explorers and settlers.
Fun Facts With Science! Human perspiration is full of salt. In
the Broncosaurus Rex universe, most human tools have wooden,
rather than plastic, handles, thanks to the generally lower technology levels. When humans work i.e., use their tools they tend
to sweat, and this sweat is absorbed by the wooden handles,
stocks, sides, etc. Thus, like porcupines on Earth, Oviraptor
arbophagus makes a major pest of itself by devouring any wooden item that has absorbed human sweat: the handles of hammers,
saws, axes, screwdrivers, shovels, picks, and other tools, pistol
butts and the stocks of rifles, shotguns, and submachine guns,
bows, arrow shafts, wooden quivers and scabbards, spear and harpoon hafts, wooden crates, chests, and boxes, tent poles, baseball
bats, some sword and dagger hilts, shields, and just about any type
of wooden furniture or structure.
Although the animal itself is not much of a threat in combat, if
it can sneak into camp and get among the characters possessions, it
49
PENTACERATOPS TARBOMONSTRUM
(BLADE DUELER)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Feats:
Skills:
BYPRODUCTS
There is a small market for the hides of these animals, with
those of desert or savanna species selling for $10 apiece, while the
far more attractive ones of the forest, jungle, marsh, hill, and
mountain-dwellers sell for $60. Of course, the more lucrative prey
lives in areas where it has plenty of places to hide, as well as plenty of cover to enable it to sneak into camp and turn the tables on
its hunters. Some brave souls are even willing to pay $50 per egg.
The idea here is to eventually raise a pack of trained oviraptors
that will leave their owners stuff alone, but sneak into an enemys
camp and wreak havoc with his weapons and other gear. So far,
the results have been disappointing, to say the least, as hunger
always seems to overcome even the strictest training.
50
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Pentaceratops tarbomonstrum
Huge Animal
16d10+128 (216 hp)
-1 (Dex)
30 ft.
20 front (-2 size, -1 Dex, +13 natural),
13 sides (-2 size, -1 Dex, +6 natural)
Gore +16 melee
Gore 3d6+7
10 ft. by 20 ft./10 ft.
Charge for double damage, passing slash,
trample
Scent
Fort +18, Ref +9, Will +8
Str 22, Dex 9, Con 26,
Int 6, Wis 13, Cha 10
Ride-by Attack
Listen +8, Spot +8
Warm forest, hills, and plains
Solitary or herd (10-100, 50% young)
7
None
Always neutral
17-32 HD (Gargantuan),
33-48 HD (Colossal)
SOCIETY
Pentaceratops tarbomonstrum lives for the most part in herds,
though some aging and irritable old bulls make such a nuisance of
themselves that they are driven from the herd and forced to live
alone. When facing a solitary member of this species and determining its reaction to the party, lean toward the aggressive side,
since they tend to charge on sight, out of sheer orneriness.
Unlike most ceratopsians, these creatures attract their mates
by means of a pungent and not unpleasant-smelling musk that the
males give off; their armament is entirely too lethal to risk headto-head combat. The best-smelling male gets first pick of the
females, the second-best one second pick, and so on down the
line. When the herd comes under attack, though, leadership passes automatically to the largest and oldest beasts. Whenever possi-
ble, the young will be tucked away in a corner where the predators cant get at them from behind, such as a cliff, while the
females form a protective wall between them and the flesh-eaters.
This frees up the males to charge aggressively at the menace until
it is either dead or driven off.
PILUMCEPHALUS VELOS
(LANCE-HEAD)
COMBAT
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
P. tarbomonstrum gores with its horns, as do nearly all ceratopsians, but it also has some special attacks.
Charge For Double Damage (Ex): If the animal is at a distance from the foe and charges, it can build up sufficient momentum so that its horns do double damage at the moment of impact
(and only at the moment of impact; all subsequent goring attacks
do normal damage until the beast can charge again).
Passing Slash (Ex): If the ceratopsian merely brushes beside
the enemy, instead of colliding with him head-on, the scythe blade
on that side of the dinosaurs lower jaw may cut through the foe.
This attack is evaluated in the same manner as the Ride-by
Attack feat. The pentaceratops can use a charge attack to move
and attack, then continue moving. This does not provoke attacks
of opportunity. The pentaceratops must continue to move in a
straight line for the length of the charge, as with the Ride-by
Attack feat.
Because it has two slashing blades, the ceratopsian can use
this attack on two foes if they are both within reach on opposite
sides of its head.
Against a carnosaur, the usual effect is to cut one of the
predators hind legs out from under it, hopelessly crippling it and
forcing it to fall to the ground, helpless and vulnerable to a trampling attack, while human and raptor enemies have been known to
have their torsos completely sliced in two.
Trample (Ex): This ceratopsian can trample creatures of
Medium-size or smaller, inflicting 2d12+8 points of damage, or
half that if the enemy makes a Reflex save (DC 23) rather than
launching an attack of opportunity.
BYPRODUCTS
The flesh of these animals is delicious, and the massivelyarmed head is a trophy hunters dream. In addition, the musk
glands of the males each male has two sell for $800 apiece to
perfume manufacturers.
Skills:
Feats:
Pilumcephalus velos
Huge Animal
11d10+44 (105 hp)
-1 (Dex)
50 ft.
13 (-2 size, -1 Dex, +6 natural)
Head gore +7
Head gore 3d6+7
10 ft. by 20 ft./10 ft.
Double damage with charge
Scent
Fort +9, Ref +5, Will +3
Str 23, Dex 9, Con 19,
Int 4, Wis 11, Cha 9
Listen +4, Spot +4
Improved Bull Rush
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Pilumcephalus velos, the swift lance-head, is a highly-specialized descendant of the bonehead pachycephalosaurus. The
dull bony dome has been transformed into a lance point a full yard
in length, capable of inflicting terrible damage on any opponent.
This lance is a pure bone white in color, standing out in stark contrast to the creatures mottled blue and muddy brown hide.
SOCIETY
Needless to say, the head armament of these creatures makes
head-butting out of the question for settling interspecies disputes.
To attract a harem of females during the breeding season, each
male performs an elaborate and to a watching human somewhat silly-looking dance, with many bows and much head-bobbing, as well as the occasional forward lunge at an imaginary
enemy (interpreted as a promise to protect his mates, although
females as well as males have the lance-heads and participate in
defense against predators).
Both sexes take care of the young. Young females will be permitted to stay on awhile after reaching adulthood, but the males
are invariably driven off, to keep them from usurping their
fathers place as head of the harem. Each herd has its own territory, and both predators and outsiders of their own species are driven off at once by aggressive charges.
COMBAT
Pilumcephalus velos has had to evolve to extraordinary
51
use the rest of the skull as a club, either a regular one or as a flail,
the skull being attached to the animals flexible spine. Because
this creatures aggressive behavior makes it an ideal guard animal
for enclosed compounds where it doesnt have to obey a trainers
commands, its eggs are worth $100.
POTAMOCERATOPS CRETASUS
(RIVER BRONCO)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
BYPRODUCTS
The skulls of these creatures are much sought-after by trophy
hunters, garnering as much as $300. Wild ones and other wilderness-dwellers and settlers, however, prefer to snap the lance head
off from the main part of the skull and use it as either the basis of
a spear or, for those who prefer a more civilized type of melee
combat, the blade of a homemade rapier or longsword.
Pilumcephalus-point swords are much in demand among the
Confederate gentry, a finished weapon earning the crafter as much
as $100, though there are some snobs skilled with their hands who
prefer a real mans sword which they have fashioned themselves after personally killing the donor dinosaur. When wild ones
have removed the lance head for use as a spear point, they often
52
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Potamoceratops cretasus
Huge Animal
20d12+180 (290 hp)
-2 (Dex)
30 ft., Swim 10 ft.
19 front (-2 size, -2 Dex, +13 natural),
9 sides (-2 size, -2 Dex, +3 natural)
Bite +18 melee
Bite 3d8+9
10 ft. by 20 ft./10 ft.
Ram boat
Immunity to poison, scent
Fort +18, Ref +8, Will +6
Str 28, Dex 8, Con 28,
Int 6, Wis 13, Cha 8
Listen +8, Spot +8
Warm freshwater
Solitary or herd (10-40, 50% young)
8
None
Always neutral
21-40 HD (Gargantuan),
41-50 HD (Colossal)
SOCIETY
Although few predators care to face this creature even when
its alone, it prefers the company of others due to a gregarious
nature, and stretches of river and marsh seem at times to be positively alive with these animals as they thrash and splash about.
Each adult male has his own harem, generally won by intimidat-
COMBAT
The massive jaws of Potamoceratops are terrible weapons,
with a single bite often being sufficient to sever the leg of even
one of the largest carnosaurs. As a result, these tend to direct their
attentions to the aged, the young, and the sick and injured, particularly when the intended victim has strayed from the rest of the
herd and the carnivores have numbers on their side.
Aside from its bite, this dinosaurs has a number of qualities
that come into play in combat:
Ram Boat (Ex): One trait this ceratopsian shares with the
earthly mammal it resembles is an irritable nature that manifests
itself in severe hostility toward water craft. Whenever the party is
traveling by boat and encounters one of these creatures, roll 1d6;
even numbers mean the creature attacks on sight, ramming the
boat and biting it. Boats smaller than the creature are automatically capsized; boats of equal size or one increment larger may do
so at the GMs discretion.
Immunity to Poison (Ex): Like real hippos, pigs, and other
fat animals, this creature shows a heightened resistance to poisons, taking half damage at most from them, and then only if it
fails its saving throw. If the poison causes nausea, puts the victim
to sleep, paralyzes him, etc., then the effects will only last half as
long as normal, again assuming a failed saving throw.
BYPRODUCTS
The flesh and fat of this dinosaur are delicious, the latter so
much so that it is even eaten raw. The hide is so tough that it can
be used in making hide armor, with an intact hide (which costs
$6,000) having sufficient material to produce a half-dozen suits of
Medium-size armor. This armor gives a +5 armor bonus, max Dex
bonus of +4, armor check penalty of -2, and a weight of 30
pounds.
The massive head is popular among trophy hunters, though
not as much as that of other ceratopsians; aside from the horns
being so small, the head is simply so huge that its hard to find a
wall large enough to hang it from and a room large enough to display it. Its eggs are also eaten, though few egg thieves have gotten away with their thievery. Finally, the folk medicine dealers
among the pioneer settlements are willing to pay $800 for the
massive liver, which is not only delicious, but is (falsely) rumored
to transfer to the eater the previous owners resistance to poison.
PTERANODON PILUMGNATHUS
(SWORD WING)
Skills:
Pteranodon pilumgnathus
Huge Animal
12d8+24 (78 hp)
+2 (Dex)
20 ft., fly 70 feet (good)
13 (-2 size, +2 Dex, +3 natural)
Bite +7 melee, rake +5 melee
Bite 2d8, rake 1d6+2
10 ft. by 30 ft./10 ft.
Dive, improved grab
Scent
Fort +9, Ref +9, Will +4
Str 17, Dex 14, Con 14,
Int 7, Wis 12, Cha 5
Listen +3, Spot +12
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Cliffs, mountains
Solitary or pair
4
Standard
Always neutral
13-24 HD (Huge)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
53
BYPRODUCTS
The head of this pterosaur is sought after by trophy hunters,
and some people even like to have the entire animal mounted and
suspended above a courtyard or similar area in a wings-widespread pose. Wild ones and others can use the two halves of the
sharp beak to make spear points or sword blades, with two
weapons made from each beak.
SEGNOSAURUS URSOIDES
(URSASAUR, BEAROSAURUS)
SOCIETY
This creature nests only on the highest cliffs and mountain
peaks, giving it an immense advantage over any intruders or egg
thieves that try to reach it. It preys on both terrestrial animals and
seafood, the pterosaurs coloration having a lot to do with where
it hunts. Up to four young fledglings will be in the nest of a mated
pair. Both parents participate in the defense of the nest.
COMBAT
These pterosaurs can fight by biting with their beaks and
making raking passes with their clawed hind feet, but they have
several special attacks as well.
Dive (Ex): Taking advantage of its more robust physique and
more sharply-pointed beak, P. pilumgnathus can literally dive into
54
Skills:
Climate/Terrain:
Organization:
Segnosaurus ursoides
Huge Animal
11d10+44 (105 hp)
-1 (Dex)
30 ft.
14 (-2 size, -1 Dex, +7 natural)
2 claws +8 melee
2 claws 3d8+4 each
10 ft. by 15 ft./5 ft.
Fort +8, Ref +5, Will +3
Str 22, Dex 9, Con 18,
Int 3, Wis 11, Cha 9
Listen +11, Spot +9
Warm forest, hills, mountains, and marshes
Solitary or family (1-2 adults, 0-2 young)
Challenge Rating:
Treasure:
Alignment:
Advancement:
6
None
Chaotic neutral
12-18 HD (Huge)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Saves:
Abilities:
make up the bulk of its diet. It is for this reason that it only lives
where there are trees in abundance; it may venture onto lightlywooded savannas from time to time, but in general is restricted to
the environments listed above. The entire animal is a dirty brown
in color, and is 30-35 feet long.
SOCIETY
Like bears, this dinosaur is solitary for much of the time,
seeking company only during the breeding season. Unlike its
mammalian counterparts, however, the males help the females
raise the young. The family den and the homes of solitary
beasts, for that matter consists of a cave in rocky terrain amongst
the most tangled thickets to be found, allowing the defender to get
its back against as solid a wall as possible. Both parents fight to
protect their young, and after these animals are half-grown, they,
too, will participate in the common defense, having half-average
hit points and doing half-damage with their claws. Because of
their choice of diet, only rarely do these creatures come into conflict with one another over grazing grounds.
COMBAT
Segnosaurus ursoides fights by means of its powerfullyclawed forearms, both of which can inflict up to 28 hp damage per
blow.
BYPRODUCTS
The claws of this creature, which can be up to a foot in length,
are much sought after as dagger blades, a full set from one animal
costing $500. The flesh is also edible, and the hide makes good
leather, an intact hide selling for $300.
SIRENISAURUS MACROLOPHUS
(SONG HUNTER)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Sirenisaurus macrolophus
Huge Animal
16d10+64 (152 hp)
+1 (Dex)
50 ft.
14 (-2 size, +1 Dex, +5 natural)
Bite +16 melee, claws +5 melee
Bite 3d8+6, claws 1d8
10 ft. by 10 ft./10 ft.
Improved grab, swallow whole
Mimicry of hadrosaurs (duckbills)
Fort +13, Ref +13, Will +8
Str 22, Dex 13, Con 18,
Int 10, Wis 18, Cha 15
Hide +8, Listen +12, Spot +10
Warm forest, hills, desert, plains,
and marsh
Solitary or family (1-2 adults, 1-2 young)
Challenge Rating:
Treasure:
Alignment:
Advancement:
7
Standard
Neutral Evil
17-32 HD (Gargantuan)
55
BYPRODUCTS
The skull of this carnosaur is in great demand, both as a trophy in its own right and as a tool for attracting duckbills for
human hunters. This means the eggs of this creature are in great
demand as well, for those who want the ultimate hunting beast
when going after duckbills.
SPINOFLAGELLA PELOROS
(WHIPLASHER)
SOCIETY
This carnosaur hunts alone, via ambush, or in small family
groups. Sometimes, when cover is scarce, one adult will sound the
alarm call of a particular species to stampede them in the general
direction of the other, which is lying in wait. Although evil, the
parents take excellent care of their young, though they often subject dying prey to torture as they teach the young carnosaurs how
to kill. The mating season itself is the scene of unimaginable
bugling and other cries, as each male tries to outdo the others with
the variety and quality of calls he can make.
COMBAT
Primarily an ambush predator, Sirenisaurus macrolophus is
ready for open combat if necessary. This is important, because its
success as a duckbill-hunter means that all the other carnivores in
the area like to follow along, to steal the kill if they can and scavenge from the scraps if they cant. When a sirenisaur seeks to lure
prey into an ambush by imitating the cry of an injured animal, it
often inadvertently attracts a carnosaur seeking an easy meal, and
Storm Valley carnosaurs such as Allosaurus temnonychus and
Tyrannosaurus linnormus take disappointment quite poorly,
indeed. Against smaller opponents, it also has a pair of special
attacks:
Improved Grab (Ex): A sirenisaur that hits a Medium-size
56
Skills:
Spinoflagella peloros
Huge Animal
14d10+98 (175 hp)
-2 (Dex)
25 ft.
20 (-2 size, -2 Dex, +14 natural)
Tail lash +15 melee
4d6
10 ft. by 20 ft./20 ft.
Coiling lash
Scent, defensive crouch
Fort +17, Ref +7, Will +7
Str 22, Dex 7, Con 25,
Int 6, Wis 8, Cha 10
Listen +4, Spot +4
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
SOCIETY
Spinoflagella peloros lives in small, irritable herds, just like
its ankylosaur relatives. They use their lashing tails to drive out
not only predators, but rival grazing herbivores as well. The herds
are matriarchal in terms of leadership, and wander about constantly in search of good grazing land. When breeding season
comes around, the dinosaurs lay their eggs wherever they happen
to be, not having traditional nesting grounds like many other
species do. S. peloros lays up to a dozen eggs, from which only
two or three will have young both hatch and live to reach adulthood.
COMBAT
Spinoflagella fights with its flexible spiny tail, depending on
its armored shell for protection from the enemys return blows. It
can make trip attacks with its tail. It has two special tactics:
Coiling Lash (Ex): The long, supple, spined tail of
Spinoflagella can, upon striking something Medium-size or smaller, immediately coil tightly around it, letting the spines sink in.
The creature can decide whether to withdraw its tail or let it coil
around a target.
If it chooses to coil its tail, Medium-sized or smaller targets
must make a Reflex save (DC 18) or be entangled by the tail. If
the target makes the save, the spinoflagella must withdraw its tail.
If the tail does coil successfully, the tail itself can be targeted by
other creatures (AC 20, 35 hp). In order for the target to move outside the spinoflagellas reach, it must succeed in an opposed
Strength check. Characters can try to wriggle out of the tail with
an Escape Artist or Dexterity check (DC 16), but in doing so they
take 2d6 points of damage from the spines.
If the tail is severed, the spinoflagella loses its main attack. If
not severed by the next combat round, the spinoflagella can withdraw its tail with devastating effect. The spines inflict long, gaping wounds on the victim as they are torn out, doing half again as
much damage as the initial tail strike did (i.e., 6d6 points of damage instead of 4d6) with a threat range of 19-20. One such double
strike against a large carnosaur can transform it from being king
of the jungle to being a limping cripple, while against smaller
foes, this tactic often proves fatal.
Defensive Crouch (Ex): A Spinoflagella feeling defensive
can crouch, tuck its head in and draw its legs up beneath its body.
This minimizes the already few vulnerable areas and grants a +4
circumstance bonus to AC. When crouched as such, the
Spinoflagella cannot move or attack. They generally do this only
when injured or facing overwhelming odds, such as a wolf pack
of carnosaurs or raptors.
BYPRODUCTS
The last 10-12 feet of this creatures tail can, when suitably
dried and treated, serve as a barbed whip, useful both in combat
and in driving recalcitrant dinosaur pack animals, while the shell
can serve as armor for large dinosaur beasts of burden and
mounts.
TITANOSAURS (TORTOISAURS)
Skills:
Hypselosaurus machairurus
Saltasaurus testudostegos
Spinosauropoda cretasus
Titanosaurus pilumurus
Titanosaurus spinurus
Titanosaurus talarurus
Colossal Animals
30d10+210 (375 hp)
-3 (Dex)
80 ft.
17 (-8 size, -3 Dex, +18 natural)
Tail +26 melee, kick +14 melee, bite +10
melee
See below
25 ft. by 50 ft./25 ft.
Trample
Scent
Fort +24, Ref +7, Will +15
Str 35, Dex 4, Con 25,
Int 6, Wis 20, Cha 12
Listen +4, Spot +20, Wilderness Lore +10
Climate/Terrain:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
57
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Herds (20-50)
10
None
Neutral Good
31-45 HD (Colossal)
COMBAT
The original titanosaurs were a group of sauropod dinosaurs
that averaged about 40 feet in length, though a few got far larger.
Their most distinguishing characteristic was the nodular bony
armor plates embedded in their hides, providing them with some
protection against the predators of their era. Now the titanosaurs
of Storm Valley have evolved a complete carapace, like that of a
tortoise, to protect their torsos, and this armor extends down their
tails, all of which end in a weapon of some sort. In the case of
Spinosauropoda cretasus, the shell is even covered with short
spines. These beasts are all the same size, being roughly 60 feet in
length, with heads perhaps 25-30 feet off
the ground, and their behavior is
largely the same, so they will all
be examined together.
SOCIETY
Although they are
among the best-protected of all sauropods, and
thus most suited for a life
alone, the titanosaurs of
Storm Valley still gather in
herds like their unarmored
kin. Much of what is true
about the brachiosaurs
holds true for them as
well in regard to migration and other behavior.
They are more aggressive
than their kin, as well as
slightly more intelligent, and
any potential threat in the
neighborhood of the
herd will be set upon
and driven off by
several of the
younger and
stouter males.
The females
lay eggs once every
six to eight years,
58
Spinosauropoda
cretasus:
This animals tail is long and
flexible despite the bony armor,
and it is covered with short spines
like those on the carapace,
enabling it to do 2d10+8
points of damage.
Titanosaurus pilumurus:
This
javelin
tailed dinosaurs
tail ends in a
long bony point
or spearhead
which inflicts
4d10+10 points
of damage on the
target.
Titanosaurus spinurus: This spiny tailed
sauropods tail ends in
four spikes, like those of
a stegosaur, which do
Titanosaurus talarurus: The basket tailed dinosaur T. talarurus has a tail that ends in a bony club like that of the ankylosaurs, and which inflicts 4d10+12 points of damage on any
foe.
BYPRODUCTS
The armored carapaces of these titanosaurs can be used to
make armor for domesticated dinosaurs. One carapace can provide armor for a huge creature, two for a gargantuan creature, and
four for a colossal one. A single carapace can be split in half to
provide armor for two large creatures.
VELOCIRAPTOR HOMOIDES
(MAN-RAPTOR)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Velociraptor homoides
Medium-Size Animal
2d10+4 (11 hp)
+3 (Dex)
40 ft.
16 (+3 Dex, +2 natural, +1 shield)
Longspear or short sword +3 melee; sling
or shortbow +4 ranged
Longspear 1d8+2 or short sword 1d6+2; or
sling 1d3+2 or shortbow 1d6
5 ft. by 5 ft./5 ft.
Scent
Fort +6, Ref +7, Will +5
Str 15, Dex 16, Con 15,
Int 15, Wis 16, Cha 10
Hide +10, Listen +12, Move Silently +11,
Spot +12, Wilderness Lore +12, others (see
below)
Any land
Solitary, hunting party (2-10), or tribe (11400)
2
Standard
Lawful neutral
By character class
SOCIETY
Aside from dracotherizinos, velociraptor homoides is the
only known civilized dinosaur race in Storm Valley. These creatures live in villages or cave systems, depending on the terrain
they call home, but they are found in all terrestrial environments
in Storm Valley. Mountains, hills, forests, jungles, marshes,
plains, and deserts alike have all been adapted to magnificently.
In many respects, these raptors are like their uncivilized
brethren in the Main Valley. However, there are a number of differences, such as the fact that these dinosaurs actually build huts
and other shelters for protection from the elements. The huts can
be made of anything from wood and thatching to stone, clay, and
even dinosaur bones, while great tents made of dinosaur leather
are also popular.
Most raptor tribes lead a settled existence, but those who
dwell in the harsher portions of the northern deserts have taken up
the life of the nomad, wandering to and fro in search of food and
water, carrying their hide tents and the wooden stick and large
bones used to support them everywhere they go. There are even
reports of tribes dwelling in the high mountains, clad in clothing
made from pterosaur fur. The tribes are also led by the males,
rather than the females, and combat between would-be leaders is
fought using artificial weapons rather than natural ones. Shamans
in these tribes know Alchemy as one of their skills, and given the
species lack of natural weapons, this skill is naturally more
important than it is for the original velociraptor (or deinonychus).
The same goes for raptor armorers, bowyers, fletchers, and
weaponsmiths, though these work without metal.
These creatures are fond of diplomacy, both among their own
kind and relating to other dinosaur species. They were among the
prime movers concerning the siege of Fort Phil Kearny, and have
been responsible for planning many of the more clever attacks,
such as the aerial bombing and poisoning of the forts water supply. Although they hunt and eat other dinosaurs, they always leave
at least one species in their territory strictly alone, in exchange for
using it as a go-between when the tribe wishes to negotiate with
another species.
COMBAT
Like the original species, velociraptor homoides has specialized warrior, tactician, and shaman types, who are treated similar
to the character classes for normal velociraptors. The only difference is that they fight with artificial weapons.
V. homoides uses the teeth, horns, claws, and spikes of other
59
BYPRODUCTS
Aside from their value as friends, allies, and/or servants,
these dinosaurs have nothing anyone would want, their bodies
being useless from a pharmacological point of view.
60
Creature
1/10
1/8
1/8
1/6
1/6
1/4
1/4
1/4
1/4
1/4
1/3
1/3
1/3
1/2
1/2
1/2
1/2
1/2
1/2
1/2
1/2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
Toad (MM)
Mon. Centipede, Tiny (MM)
Trilobite, Common (CAG)
Lizard (MM)
Small Game, Tiny (CAG)
Cheirolepis (CAG)
Hypsilophodon Lemmo (DNW)
Mon. Centipede, Small (MM)
Mon. Scorpion., Tiny (MM)
Mon. Spider, Tiny (MM)
Giant Beetle, Fire (MM)
Small Game, Small (CAG)
Snake, Tiny Viper (MM)
Compsognathus (CR)
Giant Bee (MM)
Mon. Centipede, Med. (MM)
Mon. Scorpion, Small (MM)
Mon. Spider, Small (MM)
Pterodactylus (CR)
Snake, Small Viper (MM)
Tanystropheus (CAG)
Dryosaurus (CAG)
Edaphosaurus (CR)
Eurypterid (CAG)
Giant Ant, Worker (MM)
Hypsilophodon Cervesaurus (DNW)
Mon. Centipede, Large (MM)
Mon. Scorpion, Med. (MM)
Mon. Spider, Med. (MM)
Octopus (MM)
Ornitholestes (CR)
Oviraptor (CR)
Oviraptor Arbophagus (DNW)
Protosuchus (CR)
Shark, Medium (MM)
Snake, Medium Viper (MM)
Squid (MM)
Stenonychosaurus (CAG)
Trilobite, Giant (CAG)
Forest
Plains
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
Riverine/
Swamp
X
X
X
X
X
X
X
X
Hills/
Mountain
Desert
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
Aquatic
(Any)
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
61
Creature
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
Forest
Plains
X
X
X
X
X
Riverine/
Swamp
Hills/
Mountain
Desert
X
X
X
X
X
X
X
X
X
X
Aquatic
(Any)
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
Forest
Plains
X
X
X
X
X
X
X
X
X
X
X
X
X
Riverine/
Swamp
Hills/
Mountain
Desert
Aquatic
(Any)
Creature
4
4
4
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
5
62
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
Creature
6
6
6
6
6
6
6
6
6
6
6
6
6
7
7
7
7
7
7
7
7
7
7
7
7
7
7
7
7
7
Forest
Plains
Riverine/
Swamp
Hills/
Mountain
X
X
Desert
Aquatic
(Any)
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
Forest
Plains
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
Creature
8
8
8
8
8
8
8
8
8
8
8
8
8
8
8
8
9
9
9
Riverine/
Swamp
X
X
X
X
Hills/
Mountain
X
X
X
Desert
Aquatic
(Any)
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
63
Creature
10
10
10
10
10
11
11
Forest
Plains
X
X
X
X
X
X
Riverine/
Swamp
Desert
Hills/
Mountain
X
X
X
X
X
X
X
X
X
X
X
Hills/
Mountain
X
X
X
Desert
Aquatic
(Any)
X
X
X
X
Creature
12
18
22
30
Seismosaurus (MM2)
Tyrant King (CT)
Tyrant Master (CT)
Collosaurus Cretasus (DNW)
Forest
Plains
X
X
X
X
X
X
Riverine/
Swamp
X
X
X
X
Aquatic
(Any)
The following legal text is required by the Open Game License. For more information on open gaming, see www.opengamingfoundation.org.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards).
All Rights Reserved.
1. Definitions: (a)Contributors means the copyright and/or
trademark owners who have contributed Open Game Content;
(b)Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension,
upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c)
Distribute means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)Open Game
Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art
and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) Product Identity means
product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines,
plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) Trademark means the logos,
names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed to
the Open Game License by the Contributor (g) Use, Used or
Using means to use, Distribute, copy, edit, format, modify, translate
Content shall retain all rights, title and interest in and to that Product
Identity.
8. Identification: If you distribute Open Game Content You
must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents
may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this
License.
10 Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some or all of
the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
affected.
13 Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.
System Rules Document Copyright 2000 Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
based on original material by E. Gary Gygax and Dave Arneson.
Dinosaurs That Never Were by Gregory Detwiler,
Copyright 2003 Goodman Games (contact goodmangames
@mindspring.com, or see www.goodman-games.com)